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THE DEFINITIVE GAMES GUIDE FOR YOUR COMPUTER 



ISSUE 35 AUGUST 1991 



Dm 12.00 
Lire 8,300 



£2.50 



TWO FULLY PLAYABLE DEMOS - 

GRAHAM GOOCH WORLD CLASS 

CRICKET AND ROD-LAND! 

OWZAT FOR A GREAT DISK? 



If Your Sneak Previ 

Disk is Missing 

- Consult Your 

Newsagent Immediately 






• CRUISE FOR A CORPSE • JIMM' 
WHITE'S WHIRLWIND SNOOKER • 
MAUPITI ISLAND • EXILE • SWAP 
THUNDERJAWS 






liiii'j'A'if JJjjJuJuibjj 




jjs j< 



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MISSING 

SCRATCH CARD? 

SEE ABOVE 



INSIDE THIS PACKED JOT 



IBScm ii^vrRCTS - Of Lucasfilm's Monkey Island 
fficTOwlsa^ With Our MS II Player* Gu.de 
WIN! - A Mountain Bike 
From Renegade 




770962"288015 



OS 



AWARD WINNING ENTERTAINMENT SOFTWARf s< 

BY EUROPE'S MOST EXCITING ANC |r> 



CRUISE FOR A CORPSE 



THE SECRET OF 
MONKEY ISLAND 



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Based in Ihe 1920's, Inspector Raoul Dussentier is aboard 
a ship in Ihe Mediterranean. But no sooner has the cruise 
begun when Raoul is summoned lo investigate a crime- 
the murder of his host Niklos Karaboudfan, Ihe Greek 
shipping magnate. It's up to Raoul to throw some light 
on this sinister mystery! 

• Wide range of actions, including the option to question 
other characters in true Agatha Christie style, 

• PC version features 256 colours, AdLib & Roland sonic 
support. 

• Amiga version features 32 colours. 

ATARI ST, AMIGA & PC (CGA, EGA, VGA, TANDY AD-LIB 
& ROLAND). 

c 1991 ['Uf'HlMSOnWARL AH righh m*rvfri. Cincmatique it a Irjifi'marl. 
ni DHphmr SoHnafr. 



DELPHINE 



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A comedy set during the "golden age" of piracy in Ihe 
Caribbean. The game's twisty plot leads our hero, fresh 
from Ihe old world, on an hilarious, complex, swash* 
buckling search for Ihe fabled Secret of Monkey Island. 

• Features dazzling 3D graphics, an original reggae 
sound track and a point 'n' click no-typing interface. 

9 A wide variety of original entertaining puzzles, unravel 
hidden meanings in hilarious repartee. 

9 Proportionally scaled animated characters and 
cinematic pans and camera angles. 

ATARI ST, AMIGA & PC (EGA, CGA, VGA, MCGA, AD-LIB 
and SOUND BLASTER). 

c 1*90 LucatArU tnU*rlalnmcnt Company. All rights reserved. 



-^ 



'^:-\ 



■rel 



- 






GAMES 



HINTS & TIPS LINE 



MUSfAR • HAGONS Of FUMI • HEROES Of THE IANCE Tlk 01*1 443035 CUKE Of THE AIU« BONDS • POOt Of RADIANCE • CHAMPIONS Of KRYNN TIL MM 443026 
LUCAS* HM HELPLINE • COMPETITION • INDIANA >0NES • ZAK MCMACKEN • MANIAC MANSION • LOOM • SKRET Of MONKEY ISIANO • BATTll Of MfTAIN TB. 0119 ASA 1 33 

Servile provided by U.S. Gold Lid, Units 2/3 Hollord Way, HoHord, Birmingham B6 7AX. 



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SOURCED FROM AROUND THE WORLD OR CREATED 
> INNOVATIVE DEVELOPMENT TALENT. 






EYE OF THE BEHOLDER 



CYBERCON 





This award winning game is an unbelievable task (or 
beginner or veteran, but believe this, whatever your 
rule-playing experience. Eye of the Beholder will 
SURPRISE, STIMULATE and CHALLENGE you every step 
of the way. 

"INCREDIBLE!! EYE OF THE BEHOLDER! DUNGEON 
MASTER FINALLY BEATEN!" C&VC 

"EXCELLENT! Well worth getting hold of a copy!" 
Amiga Action. 

• Incredible graphic presentation and user interface 
makes the game state*oMhe-art for RPG adventure 
games, 

• Over 150,000 copies sold worldwide. 

PC (EGA, CGA, VGA, MCGA, AdLib) and AMIGA. 

The TSR Logo i* a trademark owned bf ISH. Im ><ind used underlie mm from 

StfalcgfcShTi^ltow, toe® WW TS«, toc*IBW» Stra fttfcHmutatiottt , Int. 

All tit*ht\ rv^rrvrd. 




Cybercon III is a game of Epic proportions* 

"STUNNING, IMMENSE, EXCELLENT, GREAT, DEFINITIVE, 
ENORMOUS! "these are just some of the words used by 
hardened game reviewers lo describe this game of epic 
proportions! 

"A stunningly detailed virtual reality. If you're after the 
definitive experience, this is where to find it "CU Amiga. 

"With excellent graphics and acres of gameplay, Cybercon 
III plunges you into the heart of a defence complex with 
over 400 unique locations. GREAT STUffV'Zero Hero, 

ATARI ST, AMIGA & PC 

i: .ind f 1991 I hi- Assembly Line and U.S. Cold Lid. All rights reserved. 






BUCK ROGERS • SKMT Of TMI SIlVfH BLAHS ■ IYI OF THI REHOUKR (When Rtleowd) Ttt: Oltl 442030 OPERATION STLUTH ■ FUTUtf WARS • ClUJtt FOR A COflPSI TIL 013t 4541M ^? l ^^/^ a r !{J 
HEW RHEASES • COMPETITION TIL 0139 6541 34 COMPETITION - C200.00 WORTH' OF US GOLD GAMES TO BE WON EACH MONTH. ■ At Retail rV«M lllJl D PHONF 

H you ore under 18 pleose get permission to use the telephone. Call* cost 34p dot minute cheap fate. 45p per minute alt other time*. wwW I "I 




TISSUE 35 -AUGUST 1991 2S£| JO 



rWO FULLY-PLAYABLE DEMOS - 

GRAHAM COOCH WORLD (LASS 
CRICKET AND BOD-LAND! 

OWZAT FOR A GREAT DISK? 




If your Sneak Preview 
Disk is Hissing 

■Consult your 
Newsagent Immedia 






CHH5E FOR A CORPS! • JIMMT 

BITS WHIRLWIND SNOOKER t 

AOPin ISLAND ■ EXIU • SWAP • 
fUNDERJAWS 





INDY DIES... 

The worst news we 
received this month 
had to be that 
Lucasfilm's eagerly- 
awaited tndy a title 
won't be coming our 
way after all (for 
more details, see 
page 20). This, we 
suspect, is partly to 
do with the advance 
of high-powered PC 
games in the States 
(which makes it 
more difficult to 
'port' games from 
machine to machine 
than before) and 
partly due to 
declining sales of ST 
software in Europe. 
Hopefully this is a 
situation that won't 
continue - especially 
when there's still 
software of the 
calibre of Cruise For 
A Corpse (below) 
coming along. At 
the end of the day 
though, it's all down 
to demand - if you 
show them that you 
want it then how 
can they refuse? 

Ciaran Brennan 




64 



Jimmy White's Whirlwind Snooker Is one 
of those rare games that's actually quicker 
on the ST than on the Amiga. Not only 
that, but it's a belter too - check it out. 



6 THE SNEAK 
PREVIEW DISK 

There are fairies all 
over this month's cover 
disk, but then there's 
also Graham Gooch 
{who definitely isn't 
one). It looks like all 
other cover disks have 
just been run out! 




10 £10,000 UP 
FOR GRABS! 

And that's only how 
much we're giving 
away in free games! 
There are also 

discounts aplenty just 
waiting to be claimed 
in our amazing 
scratchcard giveaway - 
so what are you 
waiting for? Get 
scratching.,. 

12 LETTERS 

You just won't stop 
writing, will you? 

We've an expanded 
letters column this 
month: four pages of 
praise, complaints, 
suggestions, loves, 
hates, requests, and, of 
course, the Sarge. 



MISSING 

SCRATCH CARD? 

SEE ABOVE 



• IfJDY IN ATLANTIS 

• THE ULTIMATE JOV 

• REVEALING SECRETS - 



fot> 




• WIN! • A Mou 
From Renegade 



AUGUST 1991 

(c) 1991, EMAP lrnoge«, Priory Court. 30-32 Farringdon Lane. London ECIR JAU. 

rJf.?^^* Ed J*D r S' ar i" B ™" an Grou P Art Editor Gareth Jones Associate Editor 

writir p, 5C . °d f0r , d P L od . uct, °" E*tor HeatrTer Perry Designer Gordon Barrick Staff 
SEEK C U ' L P - re5,e r¥ Tra ' neG Staff Writer J°°ls Watsham Contributors John Cook 
Christina Ersk.ne Dave Gru.sin, Kati Hamza, Rik Haynes, Gordon Houghton Brian Nesbitt 

Deou^Man^or kZ^T ( P h hot ?^ phy) • ADVERTISING: Manager Ca ^ Oates ' 
?. ^"y Mana 9 er Kathryn Boucher Sales Executive James Cass Production Assistant 
Michelle Da Costa •ADMINISTRATION: Publisher Terry Pratt Publ° S he?s A^sYstant 
Glenys Powell Marketing Manager Marc Swallow Assistant 

JKrV °R?m SfJS^fTS^S APP,e M ™ " ,0Sh Desktop Pub,i * hin 9- "»-"9 <*»/* ^Press v3.0 and Adobe 
noPtoZ™™w,™£^ T M»»t}'ng. 20 Bowling Green Lane, London KIR OBD. Colour Origination by 

SouthPrn Prt ,!„ ? 9 rt ■ ,T d ° » El ? ^ Ba ' m ° ,al Grapn '°* ' 90a New North Road ' London N1, Printed by 

Southern Print, Upton Factory. Upton, Poole. Dorset Distributed by BBC Frontline. ' 

Telephone Numbers: Editorial and Advertising 071 251 6222/071 490 1094 (fax) SubscriDtions and feu* 
Issues 08S8 410510/410888 (Answerphone). Newstrade Queries (0733) 555161 5UDSCnpt ' ons flnd Back 






II I I 




AUGUST 













18 NEWS 

Read all about it! Find 
out what's happening 
at the ECES show in 
September. Get a load 
of light guns that 
actually work. Grab a 
glimpse of the tasty 
coin-op 
conversions 
from Storm 
and US Gold. 
All this, plus 
compos, 
What The 
Stars Are 
Playing, That 
Was Then, Goal- 
den Goals, Charts, 
and much more! 

33 THE IDEAL 
JOYSTICK 

Is there such a thing as 
the Ultimate Joystick? 
We've put together a 
panel of experts who 
told us all about their 
dream combination of 
shafts and buttons, 
then we put them all 
together and came up 
with the Coolest 
Controller ever (above), 

36 DESERT 
ISLAND DISKS 

In the first of an 
occasional series, we 
ask Probe supremo 
Fergus McGovern 
which games he'd like 
to be stranded with. 
One question that 
wasn't answered 
though... would they 
like to be stranded 
with him? 

38 

ENTERTAINMENT 
USA 

Another letter from 
America drops on our 
doormat, as 'Crazy' 
Dave Gruisin calls in 
from Texas with a 
report on Origin's 
impressive trio: Wing 
Commander 2, Strike 
Commander and 
Ultima VIL 



42 

ENDANGERED 

SPECIES 

Some new consoles 
succeed, some fail. But 




Atari's long-promised 
Panther will never 
even get a chance to 
try. We visit the firm's 
Slough HQ to see what 
might have been, 

44 
KNIGHTMARE 

The superb adventure 
TV show is back 
for both a new 
series and a new 
computer game 
from the 
keyboard of 
veteran coder 
Tony Crowther. 
Ol' Lol Scotford 
proves he 
doesn't scare 
easily by 
previewing both, 

48 WORK IN 
PROGRESS 

The perfect magazine 
looks at the perfect 
world in Gremlin's 
Utopia, the perfect 
helicopter in Core's 
Thunderhawk, and the 
perfect hero in Indiana 
Jones And The Fate Of 
Atlantis. 

59 REVIEW 

Cruise For A Corpse 
finally leaves port, 
while Jimmy White 
scores a huge break 
with the best snooker 



game ever. And there's 
more to come in the 
most definitive review 
section anywhere. 

76 WIN A 
CDTV! 

An update on our 3D 
Construction Kit 
compo, with 
more tips and a 
look at one of 
the first 
entries, 

80 
BUDGET 

How to put 
together a great 
software collection 
without becoming a 
millionaire first* Six of 
the best cheapies to be 
released this month. 

82 ARCADES 

Blade Master and UB- 
QB Football Challenge 
(below) are among the 
new coin-op machines 
put through the hoop, 




along with a new Neo- 
Geo release, 

85 DEMOS 

What's dead cool, runs 
on an ST and Is close to 
being free? We don't 
know - but we know a 
man who does! Tune 
in to Paul Presley and 
find out 

88 TIPS 

A guide to Gods! What 
more could you want? 
How about another 
one for M5//? And 
Switchblade! And The 
Secret Of Monkey 
Island... 



[Cr*Yrj[3J™ 


i 


FEATURE 

■■■ ■ ■ ^B ■ ^B ^B ■ 


71 


THIS ISSl 


JE 


CRUISE FOR A 




CORPSE 


ED 


Delphine 




EXILE 


Fill 


Audiogenic 




F-15 STRIKE EAGLE II 


92 


MicroProse 




GODS 


88 


Renegade 




INDIANA JONES 




AND THE FATE OF 




ATLANTIS 


53 


US Gold 




JIMMY WHITE'S 




WHIRLWIND SNOOKER 64 | 


Virgin 




KNIGHTMARE 


zn 


Mindscape 




MAUPITI ISLAND 


67 


Lankhor 




THE SECRET OF 




MONKEY ISLAND ■ 


96 


Lucasfilm 




SWAP 


72 


Palace 




SWITCHBLADE 


Ej 


Kixx 




THUNDERJAWS 


74 


Domark 




THUNDERHAWK 


56 


: Core Design 




j UTOPIA 


eh 


Gremlin 





HE ONE JULY 1991 




®ne 

DISK 




HOW TO LOAD 
YOUR DISK 

MAKE SURE THAT 
ALL unnecessary 
peripherals are 
disconnected, then 
place the disk into the 
internal drive and 
switch on your 
machine. When the 
loading menu 
appears press the key 
that corresponds to 
the demo you 
reauire. In a short 
while the demo wi 
have loaded. 



GRAHAM 

GOOCH 
WORLD 

CLASS 
CRICKET 




LOADING 
PROBLEMS 

If your disk fails to load 
properly, switch off your 
computer for 30 seconds, 
make sure that all 
extraneous peripherals 
(printers etc) are 
disconnected, and then try 

Zin, If the game still 
ses to load, pop it into a 
jtffy bog or padded 
envelope (along with a self- 
addressed envelope and 
27p stamp) and send it to: 
The One Disk Replacements, 
PC Wise, Unit 3, Merthyr 
Industrial Estate, 
Pentrebach, Merthyr Tydfil, 
Mid-Glamorgan, CS48 4DR. 
Please allow 28 days for 
your replacement disk to 
arrive. 



ROD-LAND 



WHAT DOES EVERY 
GOOD FAIRY want? A 
magic rod, of course. 
That's true oftwins Tarn and Rit 
anyway* In case you haven't 
encountered them before, we 
ought to point out that they are 
the female equivalents of Bub 
and Bob and are very, very 
cute. But they're also very sad 
because their good old mum 
has been kidnapped. Armed 
with the Rods of 
Sheesanomo and Rainbow 
Shoes they set off to get her 
back in time for tea. 

To complete each level, 
Tarn and Rit must collect all 
the flowers, but while they 
are merrily picking posies I 
there are nasties aplenty ; 
trying to trip them up. 
This is where the Rods of 
Sheesanomo come in. 
They can be used to pick u| 
enemies and bash them down on the grounc 
Once bashed the enemies turn into weapons. Kun inro me 
weapons to set them off and kill other enemies on the platform. These will leave 
bonuses to be collected. 

Quick escapes can be made by using the rainbow shoes to form a ladder. Ladders can be 
formed upwards or downwards and wilt remain in place until the shoes are next used. Take 



Al 




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THE ONE AUGUST 1991 










THE 




®ne 

DISK 



WTH THE BEST CAPTAIN THEY'VE HAD FOR YEARS, 
t's not entirely surprising that England have started to 
play some decent cricket again (even if they do still 
have a problem staying ahead of the Windies). So, what 
better way to celebrate than by talcing to the crease in 
Audiogenic's stylish cricket simulation? 

Our demo version has a selection of the features that will be 
included in the final game. Some of the graphics and arcade 
sequences have been left out, but nevertheless you can still 
have a good innings. The game lasts for five overs and then 
rain causes the match to be abandoned. (This is Britain after 
all!) If you want to continue, you'll have to reboot the disk. 

CONTROLS 

Once the game has loaded you should use the mouse to 
choose whether to bat or bowl. Pressing the Space bar 
displays a menu of options; the only things that aren't 
implemented are the Scorecard and Exit. 

At the start of an over you can change the bowler by moving 
the joystick to highlight the bowler of your choice ana then 
press Fire. To position the fielders, hold down the left mouse 
button to drag the icons. Field changes don't affect the 
gameplay in this demo. 

BATTING 

Note the small square which indicates where the ball will 
bounce. Move the joystick left or right to make the batsman 
shuffle sideways. When the bowler starts his run-up, press fire 
and the batsman will raise his bat in readiness, a la Gooch. To 
play a shot, move the joystick as follows... 




UP 


Drive 


UP RIGHT 


Hook 


RIGHT 


Sweep 


1 DOWNRIGHT 


Leg Glance 


DOWN 


Auto Defence 


DOWN LEFT 


Not Used 


LEFT 


Push out on off side 


UPUFT 


Cover Drive 



BOWLING 

Move the joystick to position the square that shows where the 
ball will bounce, then press Fire. If you're controlling a spin or 
swing bowler, choose the direction of spin/swing by moving 
the joystick left or right. Move the joystick from side to side to 
determine the speed of fast and medium-paced bowling, or 
the degree of spin or swing. For this demo these features are 
more exaggerated than they will be in the finished game- 

AND THERE'S MORE TO COME... 

Graham Gooch's World Class Cricket will be available from 
Audiogenic in August for £29.99. Extra features will include; 
interactive real-time fielding with inset animations of the 
batsman running; field placing; more strokes and simpler 
controls; digitised sound effects; title music; spectacular 
sequences when sixes are hit; shadows which change length 
and direction according to the time of day; players and teams 
that can be edited and saved/loaded; league and cup 
competitions... 'Owzat? 



FAIRY GOOD DEMO 



note though, that your enemies can also use these magic 
adders. 




CONTROLS 


i 


; (Without Fire} 




UP 


Climb up ladder 


RIGHT 


Walk right 

Climb down ladder 


DOWN 


LEFT 


Walk left 


(With Fire) 




UP 


Build ladder upwards 


RIGHT 


Fire rod right 


DOWN 


Build ladder downwards 


LEFT 


Fire rod left 



Once you've grabbed an enemy with your rod, press Fire to 
repeatedly bash it aaainst the ground. If you move or bash 
over a ledge you will drop the enemy, 

KEYBOARD CONTROLS 

Use the cursor keys for directions and SHIFT, ALT, A or CTRL 
to fire. In a two-player game, the second player should use 
the joystick. 

WOT YA GET 

This demo includes three levels from the complete game with 
some of the early sound effects. The finished game will 
include even more sound effects and improved gameplay with 
40 levels and will available in September from Storm, priced 

at £25.99. 




r. ,• 



AND FOR THE VERY LAST TIME... 

AN ERA IS CpMING TO AN END, ladies and gentlemen, 
because this is the last month that the Goal-den Goals 
competition will be run and also your 
last chance to view the 
winning qoaf on disk. 

The final winner is 
Dien Tran from H^ 
Grangemouth. ^ 
You can view 
his winninn 
goal, whic 
is the first 
on the disk, 
by loading 
a standard 
half-meg 
version of 
Kick Off 2 
and selecting 
the View 
Action Replay 
option. When 
the game requests 
a data disk simply 
insert your cover disk. 

If you don't have a copy of 
Kick Off 2 you can see the goal in our 
exclusive Descriptovision™ on page 24. 



THE ONE AUGUST 1*J«*1 



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Who in their right 

mind would want 

to give away 

£10,000 worth of 

games £ We 

would! That's 

right! That piece 

of card, which 

was, until a few 

seconds ago, stuck 

onto the cover of 

your magazine, 

could already 

have won you 

£5,000 worth of 

games from 

Activision, 

MicroProse, 

Ocean, US Gold 

and Ubi Soft. 

And as well as 

that grand prize, 

there are also 200 

free games up for 

grabs - and even 

if you don't get 

^ m one of these we 

guarantee you a 

great The One 

discount voucher 

worth £5 off some 

of the greatest 

games currently 

available! 



What a giveaway! A whopping 10 grand's worth of 
software up for grabs in the biggest The One 
competition ever. Get scratching and then read on 
to find out what you may have won. 




MICROPROSE 

Flames Of Freedom 
(£34.99) -the fantastic 
follow-up to Midwinter. 
F-15 Strike Eagle II 
(£34.99) - a realistic 
simulation of an 
advanced fighter plane. 
UMS II (£34.99) - the 
classic military simulator 
updated. 



US GOLD 

Shadow Dancer (£25.99) - 
a superb conversion of 
the coin-op beat 'em up. 
Super Monaco Grand 
Prix (£25.99) - realistic 
race action from the 
arcade original. Mercs 
(£25.99) - gripping two- 
player combat action. 
Cybercon III (£25.99) - a 
stunning 3D action 
adventure from the 
creators of E.Motion and 
Vaxine. 





ACTIVISION 

Beastbusters (£25.99) - like Operation Wolf, only 
with ghouls 'n' ghosts to take pot shots at. R- 
Type II (£25.99) - continuing the frantic shoot 'em 
up action of the arcade original. Hunter (£29.99) - 
superb 3D strategy/adventure with multi-vehicle 
transport. Deuteros (£29.99) - sequel to 
Millennium 2.2, a great space strategy game. 



This competition Is not 
open to employees of 
EMAP Images or any 
company involved in the 

production and 
\ distribution of The One 
; for ST Games, nor to 

the employees of 
f Activision. MicroProse, 
Ocean, US Gold or Ubi 
Soft. 

* Cards and cheques 
must be received on or 
before August 26th 1991 
(or September 26th 1991 
from overseas readers). 

* Cards must be sent to 
the Marketing 
Department, EMAP 
images. 

* Proof of posting will 
not be accepted as proof 
ot delivery. 

* Please allow 28 days 
for delivery of prizes. 

* No responsibility can 
be accepted for cash sent 
by post. Cheques or 
postal orders must be 
made payable to the 
appropriate software 
company. 

* Discount claims sent 
without a cheque or 
postal order will be null 
and void 

* No correspondence 
regarding the 
competition will be 
entered into- 




10. 



THF ONI; AUGUST r*'M 













INSTRUCTIONS 



side a nd an application form on the 




other. 



JTS EASY TO FIND OUT WHAT YOU'VE 
1. Scratch off the silver foil on the oanpk 
2lf e onenf h t e h meSSaS , e5Undern ^ 

^St^Sor-wil-have" 

* A Discount Worth £5 Off A Great 
Game Costing £24.95 Or More! 

DISCOUNTS 

SE«SB£SB 

Enter the name of the publisher anri 

nSnnf thp 9ame *° u want to b^ 
in the appropriate space on the reverse 



|&2 th « <?«- - and remember to 

Scratch card Competition, c/o 

Images .Priory Court, 30-32 
Famngdon Lane, London, EC1R 3AU 

Please allow 28 days for deliver; 

FREE GAME 

required format in the appropriate 
gace on your card (pleasenmethat 
some games are only available on one 
nam at, Ji 0n ' t for ? et to include your 
an f u;nH ddreS5 3nd telephone number 

London, EC1R3AU 9 Please1"ow 28 



days for delivery. ~~ 

MAIN PRIZE 

&K^ni;^^xir 

Oate s 'a't 9 Th» n the phone t0 S, 

SSS&ftSS 6 on ° 71 2S1 « 22 - 

DON'T FORGET 

TELEPHONE RATES 

Shf™ e 9 , et P errT "ssion from the 
phone owner before you call. 

OVERSEAS READERS 

5££. rs . from outside th «? UK are still 

S«ss» 




UBI SOFT 

Jupiter's Masterdrive 
(£24.99) - a space age 
top-down racing game. 
Pick 'n' Pile (£24.99)- 
picking and piling 
puzzle fun. Full Blast 
(£29.99) - a compilation, 
featuring Ferrari 
Formula 1, Carrier 
Command, Rick 
Dangerous, P-47, 
Highway Patrol and 
Chicago '90 
Magnum (£29.99) - 
a compilation, 
with RVF 
Honda, Pro 
Tennis Tour, 
Oriental 
Games, Saturn 
and After The 
War. The 
Winning Five 
(£29.99) - a 
compilation of 
Iron Lord, Night 
Hunter, Twin 
Worlds, Puffy's Saga 
and Sir Fred. 



I HI (INI A I CI SI I MM | 



.11 




THE INTERROGATION 

Dear The One, 
Just a few points: 

I. For this year's Computer 
Show at Earls Court will 
you be selling advance 
tickets^ 

2.WH\ Head Over Heels 
ever come out£ 

3. How about stating in 
reviews if games are double- 
sided or for 1 Mb machines^ 
Simon Healey, Bexley, 
Kent 

Here we go: 

I. Yes. Keep checking the ads. 
There will soon be a hotline 
number y tinted for credit card 
booking. 2, Yes. On Ocean's 
budget Hit Squad label some 
time around October 3. We 



always try to include facts like 
this in our comment boxes. 

• 

CHAMPIONSHIP 
CHALLENGE 

Dear The One, 
Would it be against the law 
for my friends and me to 
run our own Kick Off 
championships, or would 
we have to ask Anco for 
permission firsts Although 
very challenging, having to 
score a top class goal to get 
to your championships is 
very hard for some people. 
Also, your method is not too 
hot as you might get a final 
between people who scored 
totally fluke goals. It would 
be better to get a 
championship where 



SOFTWARE RECESSION 

Dear The One, 

While visiting my local computer shops the other 
day, I noticed that they were all selling off the latest 
games at knockdown prices. White Death and 
Blitzkrieg were labelled at £9.95 each, Breach 2 at 
£7.99, while Brat, VMS II and The Killing Cloud all 
weighed in at £14.95 each. The Corporation Mission 
Disk, Nightbreed and a sprinkling of budget games 
were all being sold off at under a fiver! 

While a single Sheffield shop can normally be 
found having a sale of some kind, it is extremely 
uncommon to see them all in a similar state at the 
same time. I enquired at the counter and the shop 
assistant claimed that these prices were due to the 
current recession, sales slumps, and the fact that the 
majority of 'big 1 releases are rushed out for Christmas. 

Is Sheffield merely an isolated case or is it the same 
nationwide^ These stores must be feeling the unemployment 
sting very badly, as one local shop has already had to revert to 
filling the shelves with board games, metal miniatures and 
paints just to draw in more customers! 

Even worse, the software companies themselves must be in 
a bad way at the moment. If the shops, in desperation, are 
reducing their prices, the companies will, in turn, 'sell' more 
games but at the same time make very little profit, if any at 
all. Hewson is already one casualty - 1 wonder who will be 
next£ 

Add to this the continual threat of piracy and we have big 
problems, although this may be taking the issue just a little 
bit too far. Do you think I am blowing it all out of proportion 
or being realistic* 
Stuart N. Hardy, Wales, Sheffield 

/.' is perfectly true, Stuart, that software producers and retailers are 
feeling the pinch of recession at the moment, but then, so are most 
Small firms in the UK (no matter what kind of business they're in). 
You are right, of course, that while bargains like these might seem 
attractive to the consumer in the short term, m the long term they 
spell trouble. Having said that. We don't think think that the 
software industry has nothing to look forward to but doom and 
gloom. Remember that, while things might look a little bleak at the 
moment, this is still a rapidly growing market and there's always 
going to be a demand for good entertainment software, even if the 
popular machine formats change even' five years. Whatever 
happens. The One will be hen- tc i vi, i,p to date. 



anyone could enter and then 

you get the best versus the 

best. 

Paul Beevis, Norwich 

If you and your friends just 
plan to organise a 
championship between 
yourselves, yen can go ahead 
without consulting anybody. 
On the other hand, if you want 
to invite other people to enter 
and to advertise the competition 
you will certainly need to 
contact Anco first. As far as our 
championship is concerned, you 
should remember that most 
goals include the run-up, so it is 
usually easy to see whether the 
goal was a 'fluke' or the result 
of skillful play, it is the way 
that the ball is put into the net 



that makes a good Coal-den 
goal, not just the fact that it 
has gone in. The competition is 
closed now, but if we decide to 
run another one in the future 
we may decide to use an 
alternative method for 
qualifying. 

AMERICAN 
HAND-HELDS 

Dear The One, 
Next month my brother is 
going to America. 1 have 
asked him to get me a Lynx 
or Game Cear. Which one 
do you think is the best one, 
which is the best for 
payability* 
Now for a few questions: 
1. Will I be able to use 
English cartridges on the 



V) CORNER 




Dearie, dearie me. 
Piracy crops up yet 
again, but it seems 
that good end 
sequences and games 
for the girls are a lot 
less prominent. Over 
to you... 

SCUPPERING THE 

a PIRATES 
Continuing the well- 
Wworn piracy debate, 
Simon Molden of 
Jordans, Bucks has 
some sound advice for 
software companies beset by 
pirates... 

/ recently bought Multi-Player 
Soccer Manager for mv 
computer and when I got home I 
found that the box, apart from 

the disk and the 
instructions, also had a 

'Dongle'. You need the Dongle 

to load the game (because it 

:ed into the spare joys: 

port) otherwise the game would 

never gel past the loading 

screen. Surely if every game had 

a Dongle, it 




would stop 
the pirates 
from pirating, 
oi muldevea 

titer 

pirates get 

around this 

somehow . -aid there be only 

certain games thai could have a 

Dangle*" 

Dongles are certainly a tried 
and tested way of beating 
piracy, Simon, but most 



companies seem 
reluctant to invest the 
extra capital that would be 
necessary to include anti- 
piracy hardware with their 
software. 

Inevitably, we've had more 
self-justification from self- 
confessed pirates, including 
one who calls himself Killer. 
He says... "Piracy is not 
software theft. Theft is when y> 
walk into Boots and stuff a copy 
of Lemmings up your coat and 
walkout without ; -. We 

are not cowards lo hide our 

itities and addresses, we are 
smart..." 

Killer goes on to complain 
that our calling 'The Shade' 
a git (Letters, Issue 33) was 
'juvenile', but he finishes off 
his own letter by saying.,. 
"Anyone who snitches on a 
pirate is a pathetic little weasel 
who's probably a spoilt brat ". 
(Us< Juvenile*) 

Right, let's get a few things 
straight. However you 
classify piracy it is still an 
illegal act for which you can 
be fined or imprisoned in 

exactly the 
same way 
as you 
would for 
stealing 
from Boots. 
Killer and 
his friends 
in piracy claim that their acts 
are justified, yet by using 
silly pseudonyms they are 
admitting that they are 

guilty of committing a crime. 
Killer's letter demonstrates 



COmUOHT NOTICE 

This program « [ » o wiw una*- 
U« TOflgM la- am may not W 

H (MOM vo "«M or 
rWOOucM C" oOttrwsa mort'w! 
ITtOul Ifie consent at !"• 

Any nHCTTuhon of p-ney va>fln Bs 
oa««J 13 TIN r«0— >:nr. Apamsf 
--*>*i»*'* The" 071 240 6756 



12 



THE ONE AUGUST l»l*M 




Lynx or Game Gear* 

2. Will the Came Gear's 
TV aerial' work on English 
TVs* 

3. Which has more games 
and which are the best ones 
to get* 

4. Which has the better 
graphics* 

Nihar Shah, North 
Wembley, Middlesex 

7b be honest there's not a lot to 
choose between the Lynx and 
the Came Gear at the moment. 
Neither machine really stands 
out and both are still a little 
short of firmware, To answer 
your questions: i % Sega doesn't 
recommend that English 
cartridges are used with a US 
machine, but Atari says that 



there is no problem with the 
Lynx. Don't forget that, 
whichever of these two 
machines you purchase, you'll 
have to buy a new UK power 
pack if you plan to plug them 
into the mains. Z No, 
American TV operates on a 405 
tine VHF system t\TSC), 
while British Television uses a 
superior 625 line VHP system 
(PAL). Sega is currently 
working on a British version of 
the add-on, 3. They're about 
even at the moment, but the 
Came Gear looks as though it's 
attracting a few more 
developers. 4* The Lynx has 16 
colours on screen from a palette 
0(4,096, with 1,024 sprites, 
while the Game Gear offers 16 
colours from a palette of 128* 



KICK OFF TWO AND A 
HALF 

Dear The One, 
Most people agree that Kick 
Off 2 is the best game, but I 
feel that it could do with 
some improvements. The 
most annoying thing about 
Kick Off 2 is that players' 
names are always the same. 
Now that Dino Dini is 
working on Return To Europe 
and Giants Of Europe, he 
should allow us to change 
player and team names* 
After all, clubs are buying 
and selling players all the 
time. For example, will 
Gazza be included in Lazio's 
squads If AC Milan buy the 
three Red Star Belgrade 
stars, will they be included 



that he is the one being 
'juvenile' about piracy. And 
if he thinks that he is 
entitled to get something for 
nothing, then it is he that is 
the 'spoilt brat\ Wouldn't 
you agreed 

THE END IS NIGH 

There still seem to be plenty 
of games players who aren't 
at all happy about the end 
sequences of most games. 
Having put a lot of hard 
work into getting to the end 
of a gamc f many feel let 
down when they get 
nothing more than a 
congratulatory message, 
Alex Warren from 
Swindon, Wiltshire, picks 
on an unlikely target for this 
complaint: 

n writing to add to the 
complaints about the lack of 
good endgflme screens or 
sequences, Such an example is 
Kick Off 2. In the League 
option I have ti r single 

match without reloading the 
c I me if I lose and at the end of 

14 mati fa s thegamejust 
stops and yen have to select 
'Qui 

"Other let-downs are Oh I 
IKl where you get a tittle tune 

ith 
'Congratulations' written an it 
and Forgotten Worlds itt which 
there > another 'pretty picture 
and tune' and you get told that 
'The land rested inp md 
the two Heroes were never. Keen 
again! ' There arc some good 
end ofgflttte sequences thou\ 
in the fonts of Fun ind 



Speedhall 2 but these are in the 
minority, ~ 

Well, I'd say that the Kick 
Off 2 problem is a minor 
glitch in an otherwise 
excellent game, and don't 
forget that the Chase HQ 
and Forgotten Worlds end 
sequences probably remain 
faithful to the coin-op. Here 
are a few more words on the 
subject of end sequences 
from Matthew Styles of 
Pitmedden, 
Aberdeenshire . 

"For my 14th birthday just 
before last Christmas I gpt 
RoboCop 2 and 1\ 
Mutant Hero Turtles, I 
completed Turtles first and was 
not very impressed by the end of 
gffmc sequence. All that 
happened ss a screen appeared 
saying 'Cowabunga' and Well 
Done' and it then went to the 
start again. I then completed 
RoboCop 2 and, although the 
screen was very lifelike, 
afterwards it went straight 
: irL 

So what do you suggest^ 
I think that companies with 
film licences should show eft/ 
of the pint at the end and 

ybe some st vxch. This would 
improve ertd-of-game sequences 
a hi 

While we'd agree that film 
clips are a very attractive 
proposition, its worth 
bearing in mind that this 
would take up a lot of disk 
space and may lead to less 
impressive gameplay and in* 
game graphics. What do 
other people think about 



end-of-game sequences^ 
We'd be interested to hear 
from anyone who's found 
any that are particularly 
good * or particularly bad. 

FEMALE URGES! 

Here's a new subject for 
debate: why do female 
games players get such a raw 
deaK Holly J. Green of 
Tallai, Queensland kicks 
off with this observation: 

"Recently I pit f> treh 

For The King and was quite 
pleased with it. However, I 
noticed thai both the females, 
Susie and Lay la wire dressed 
seductively. Normally I would 
not mind this, but no wales are 
featured with unzipped jeans, 
or even unbuttoned shirts! 

And Search For The King 
isn't the only offender. 

/ was even more assured of 
computer sexism by discovering 
Sorcerers Get All The Girls in a 
local store. Lven with a male 
majority there i< still no excuse 
for NO games (bar Leisure J 
Larry 3 with a pitiful single 
male) lhat cater for female 
urges!" 

Our guess is that one of 
the reasons this problem 
crops up is that most games 
software is still written by 
men. 

When there are more 
women working within the 
industry perhaps we will 
begin to see games that do 
cater for those 'female urges' 
(whatever they are!). What 
do our other female readers 
think* 



in the Milan squad? 

Another welcome addition 
would be to port over the 
only good things from Final 
Whistle t the comer and 
overhead kick routines. I am 
in no way knocking Kick 
Off 2, but these 
improvements would make 
me and a lot of Kick Off 2 
fanatics very happy, 
Benny, Linthorpe, 
Middlesborough 

Great. , . keep those suggestions 
coming. 

BURNING QUESTION 

Dear The One, 
The burning question I have 
is this - where are the Kick 
Off 2 championships being 



LATE REVIEW SHOCK! 

Phillip Muldoon of 
Llanelli, Dyfed, has noticed 
something strange 
happening: 

Software publishers i 
releasing software into the 
shops way before they send 
them to magazines for a review. 
This way publishers can get the 
maximum profit from the initial 
*Wow ' factor of a new game 
before the reviewers can criticise 
and perhaps dent the profit 
margfttofagameS 

He goes on to cite 
Mindscape as the chief 
offender Well, Phillip, on 
the whole we can allay your 
fears. Mindscape, for 
instance, is the European 
distributor for some 
American companies, so 
very often it doesn't receive 
copies of new software until 
it arrives packaged and ready 
for immediate shipment. It 
will then send out review 
copies of the game, but by 
the time the magazines are 
published, the game has 
often been in ihe shops for 
anything up to four weeks. 

If a publisher is really 
worried about the reviews of 
a game, it won't send out 
any review copies* When 
you see adverts for a new 
game, but no previews or 
reviews, that's when you 
should get suspicious. What 
is the general feeling about 
buying unreviewed 
software* Let us know your 
experiences, whether good 
or bad. 



m- 






THE ONE AUGUST 199 



,.13 







heldC Is it possible for me to 
enter, or at least be able to 
witness this event £ 
Mario Cacciottolo, 
Daventry, Northants 

The Kick Off 2 championships 
are to he held at the 1991 
Computer Entertainment Show 
at Earls Court, Watch out for 
the adverts for details. It is loo 
late to enter for this particular 
competition, hut you can 
always go along to the show 
and watch. 

SOFTWARE STATES 

Dear The One.. 
In the summer I am going to 
the USA and would like to 
know if I buy software over 
there, will it work on my 
computer back herd If it 
does work, are games such as 
The Secret Of Monkey Island 
cheaper in the USA, or 
should I buy them back here 
in the UK4 

Alex Blevins, Crawley, 
West Sussex 

Yes, you should have no 
problem in running US 
software over here, and you 
should find that you can pick- 
up certain titles for slightly less 
cash. 

FACE THE MUSIC 

Dear Sir, 

1 have been buying The One 
since Issue 6 and have 
always found it to be a reallv 
good read. However, what 
would make it even better 
would be if you printed your 
reviewers faces somewhere - 
after all of this time, it 
would be nice to see what 
Brian Nesbitt really looks 
like. How about it- 
A. Tatious, Wollaston, 
Northants 

An you madi A picture of 
spotty old Nessie - you can't 
possibly mean it! Okay, okay 
so wc printed his picture last 
issue, bul we had to put him in 
a radiation suit first. Seriously 
though, if you want io see what 
the gang look like, then we'll be 
happy to oblige (we always 
thought that it was a hit of a 
waste of space really}. So come 
on folks, the poor's open io you 
- let us knew w u think 

and we'll go with the majority 
decision. 




SERGEANT SOFTWARE 

Need some software? Then maybe you could 
try writing a begging letter to the man in the 
N.C.O., Sergeant Software, The One, EMAP 
Images, 30-32 Farringdon Lane, London 
EC1R, 3AU. Don't hold your breath though... 



MY DAD'S A 



Dear Sarge, 

During an unbelievable fit of generosity, my 
lather bought me a computer at Christmas. 
The package it came in contained games like 
Arabioid 2, Ikari Warriors and Xeitc 
naturally 1 was incredibly excited and played 
all those games to death throughout 
Christmas. Unfortunately my father, being a 
complete berk, knows nothing of arcade 
games and neither does my mum; I managed 
to convince them that the games supplied 
were educational programs or art programs. 

Then about four months later, when I'd 
saved up enough money to buy a computer 
game I approached mum and dad and asked 
them to get me an arcade game. After some 
discussion and a long (and boring) lecture 
they decided to buy me a maths program to 
help me with my CCSEs; with my money! 

Since then I've tried to exchange games 
with my friends at school but none of them 
are interested. 1 know if I approach my 
parents again I'll get something really boring 
like a maths program or a chess simulator. 

Maybe you can find it in your heart to 
supply this poor boy with something that's 
guaranteed to confuse my parents and get 
my trigger finger itching again. 
P. Gruner, Northwood, Middlesex 

I hi sorry, bin you'll really have to learn to re y,\: 
.irents before loan help. Just think yourself 
lucky that your parent- h to 

buy von a computer in iL -luce. If \ illy 

want some mere games you'll have to go bad I 
■ and ask them nicely. 

MO JOB, MO SOFTWARE 

Dear Sarge, 

Please excuse me for asking , but I have been 
unemployed for the past three years and in 
this day and age no matter what I do I ain't 
never gonna get a job. So with time on my 
hands I turn to my trusty computer. 

The mam reason I'm writing this letter is 
that being on a very limited income I cannot 
afford software and what I do have, has 
sadly dated somewhat with the constant 
use. All 1 ask is, could you see it in your kind- 
hearted self to send me some replacements 
to while the time away. Could you also send 
me the solution to Manhtmter 2 - San 

co, as my friend bought me the game 
when it was first released and I still find it 
somewhat frustrating. 



I would be forever in your debt if you could 
send either or both of my requests, thanks. 
Jon Gathwaite, High Wycombe, Bucks 

I'm vcr\> sad to hear that yc:. enuphopeof 

r finding a fob. If I send you some more 
software then you'll ha 'rtcentivt I 

carry on looking for one. Just to show that I'm not 
unsympathetic to your situation th i I'll see 
what I can do about getting \ u a solution to 
\nhiiutcr 2. 

WEETABIX BOX 

Dear Sarge, 

I'm an orphan with two horrible step- 
parents. My only friend is my pit bull terrier 
who is about to be put down. I have written 
this letter on the back of a cereal box I found 
in the bin because my step parents said they 
couldn't spare any paper. I have a computer 
which I won in a raffle, but my parents fed 
the games tothe dog. Please send me some 
software. 

A Desperate Fan, Scarborough, North 
Yorkshire 

or kid. I should ine you're starving as 

well, hut too proud to say so. I'm going ■ wo 

birds with one stone by send:*; ' ! IL 

het ofWeeiabis which you -st and 

then use for writii 

BURNING PROBLEM 

Dear Sarge, 

I'm a 15 year-old schoolboy who used to 
have a computer with a modest-sized 
software collection. I lost it, my most 
treasured possession, a few weeks ago when 
our house was set on fire. Fortunately, no 
one was hurt. Since then I have received a 
new computer from the insurance money, 
but there wasn't enough to replace my 
software. Also I will not be receiving any 
money from my parents for ages because it is 
all going to refurnish the house. I would be 
very grateful if you, my hero and idol, could 
send me some software 
Anonymous 

Andyotu fat i fitting 

through that without getting hurt. ). i/so 
mother computer, because youi 

'invihey can 
10 refurbish the house. I'm to send you 

O.mre but you ant best help your part 
with that until th to 

i re. 



US* 



14 



THE ONE AUGUSTI'MM 




i 






fl 



^ 





t • 



r *i< 





*s*w 



MASTERS OF STRATEGY 




ST SHORTAGE 

Dear The One, 
I purchased the May issue of 
the new format magazine 
77/e One for ST Gaines, and 
was pleased with the new 
look. ! tried to purchase Issue 
33 June 1991 on May 26th 
with no success. I have since 
been in at least 10 shops and 
so far have had no success. 
Is the magazine no longer 
being printed^ If it is, how 
on Earth can I keep buying it 
- perhaps you take 
subscriptions, though I have 
never seen any ads for such 
in the magazines I have 
bought. 

Ms. P.Mountain, Pudsey, 
Yorkshire 

We're surprised you couldn't 
find any issues, since the June 
issue was in the shops from May 
28th, Take it front us - The One 
for ST Games is still very much 
alive and kicking. If you wish to 
subscribe to the magazine you 
can ring the subscriptions 
number printed on the Contents 
page for further details. 
Otherwise, why not ask your 
local newsagent to resen>e you a 
copy I 

MORE 

INTERROGATION 

Dear The One, 

Just a couple of points: 

1. Do your cover disks have 
to be double-sidedi 

2. Is PGA Tour Golf coming 
out for the ST£ 

Simon Healey, Bexley, 
Kent. 

Here we go again: I. Yes. Over 
SO per cent of ST owners now 
have double-sided drives. You 
can upgrade your drive quite 
cheaply if you hunt around. 2. 
We've told you before. . . no! 

DEMO DESIRE 

Dear The One, 
I was the owner of a 
Spectrum +2, so if I bought a 
duff game it wasn't so 
expensive. I have recently 
become the proud owner of 
an Atari STFM, and the first 
copy of your mag I bought 
had the Elf/Lemmings demo 
disk which I thought was 
great. I could try out the 
games which resulted in my 
getting a copy of Lemmings 
after the kids had a 'whip 
round'* for me. 
It's OK for youngsters to go 



into computer shops and try 
out games, but I feel very 
self-conscious at my age (a 

| young 50 year-old), so keep 
the demos of new games 
coming, as I've already made 
one expensive mistake. 
J.Humphreys, Lancaster, 
Lancashire 

i Glad you like them. Rest 
assured that The One for ST 
Games will continue to bring 
you the very best in playable 
demos. 

SIMILAR ST 
SIMULATIONS 

Dear The One, 
! Is Bob Dinnerman (the 
I author of Interceptor, Jet 
: Fighter, and the forthcoming 
Jet Fighter 2) going to make a 
; similar simulation for the 
I STr I have a friend who 
; owns an Amiga and I think 
that Interceptor is the best 
flight simulator ever made. It 
even surpasses the mighty 
Falcon. 
Even though it's a bit thin 
j on missions (seven in total), 
it has some of the best and 
most exciting dogfights to be 
'■ found in a simulation. I own 
Falcon, F-19,F-29 and Bomber, 
and none of them come close 
to Interceptor. So I would 
appreciate it if you could put 
my mind at rest. 
Colin Wilson, Tarporley, 
Cheshire 

Sorry Colin, there isn't much 
chance that any of these 
simulators will be making an 
appearance on the ST. Don't 
despair though, there are still 
plenty of good simulators 
available for your machine - 
and there are more to come. 
Keep your eyes peeled for Birds 
Of Prey from Electronic Arts, 
Core Design's Thunderhawl: 
(okay, we know it's a helicopter 
me, but it sounds like the kind 
of action simulator that you're 
into) and Air Duel from 

MicroProse (another sim which 
puts action ahead of realism). 



SUFFERING STEs 

Dear The One, 
For about six months now I 
have been the proud owner 
| of an Atari 520 STFM. I love 
it - or at least I used to until I 
heard about the ST's big 
sister, the STE. 
You see, I've been asking 
j my friends continuously 
I about it, and half say that 
they're the best machines 
around , while another half 
say, don't bother, there's no 
games for the STE. 

So here I am, sitting in my 
lonely blue room, confused 
; about the whole situation. It 
; would help me a great deal if 
you could answer the 
following questions, just to 
| ease the stress a bit.l. Does 
any game with Atari 
STFM/Atari STE marked on 
it mean you have to buy the 
STFM copy or what* 2. 
What games are there for the 
| STE* 

j Johnny Marr, Great 
Lumley. 

■/. This means that the game 
will run on both models of the 
j machine, perhaps with some 
! extra features for the STE. 2. All 
; the ST games being produced 
\ will now run on an STE, but 
j some older games may be 
I problematic. Wliere possible, try 
\ before you buy. By the way. 
! you're not THE Johnny Mm, 

are youl If so can we have your 
! autograph pleased 

MORE STE ANGST 

: Dear The One, 

Six weeks ago I purchased an 
| Atari STFM. 1 was very 

E leased with it indeed. I 
3ught Kick Off 2 and the 
excellent Xenon 2. 1 couldn't 
be more pleased. 

Then I found out that Atari 
have stopped making the FM 
and the STE is now Atari's 
budget machine. Of course I 
was devastated, as the STE is 
a bit better than the FM so 
obviously people will now 



stop producing games for the 
ordinary FM. So this all leads 
to a few questions.,. 

1. Will I still be able to play 
STE games on my FM£ 

2. If not, can I buy an 
upgrade so I can 

3. How much will it costf 

4. Where can I buy itv 
Jason Pickthall, Bradville, 
Milton Keynes 
1. Games producers arc not 
going to stop writing for the FM. 
What is more likely is that 

; games will run on an / 1 1 1 1 ith 
some enhancements for STEs. 
2,3 <&4. No, there is no such 
upgrade. You would have to sell 
your STFM and buy an STE. 

CARTRIDGE 
CONUNDRUM 

Dear The One, 
Since I started to read 
computer magazines, I've 
noticed that all people seem 
to talk about is now bad 
piracy is. Some of my friends 
have consoles which only 
take cartridges and they are 
impossible to copy, so piracy 
is wiped out. 

Would it be possible for ST 
games to be put onto 
cartridge which could then 
be plugged into the side port 
(or any other port really)* If 
software writers could do 
that then they wouldn't have 
to worry about piracy any 
more. Good idea eh* 
Brian Cartwright, 
Liverpool 

Well, it's perfectly true that it is 
possible to product- 
based software for the ST and 
that it would alleviate pira 
but there are one or two 
problems. Development for 
cartridge is a lot mi re (pensive, 
so it is only rea a viable 
proposition when the 
manufacturer is guaranty 

good sales. Having said that, it 
B something that a lot of 

nufacturen are looking at, so 
you may well see ST software on 
cartridgfi before long. 






If you've got something to say. then don't let it all build up inside < 

you until you burst! Tell it to the world by writing to LETTERS THE 

ONE FOR ST GAMES. EMAP IMAGES. 30-32 f ARRINGDON LANE. 

LONDON EC1R 3AU. You could even win a T-shirt if you letter is 

chosen as Letter Of The Month. All correspondence should be 

written (or. preferably, typed) on one side of the paper only and 

confined where possible to a single sheet - the editor reserves the 

right to edit any letter to fit- Please don't include an S.A.E., as due to 

the volume of mail, we are unable to make personal replies.. 



^m 



I 6 ■ TH 



E ONE AUGUST 1991 







Open a 
Card Plus account 
we'll give you 

worth listening to. 

The trouble with most banks is whar they 
rell you goes in one car and out the other. 

Well for once there's something worth 
raking notice of 

If you're aged 13-20, open a Card Plus 
account and we'll give you a free WH Smith 
£12 voucher to spend on any record, CD., 
cassette or video tape* Plus a £12 voucher 
book for money off loads of music* and 
videos in Smiths Sounds Department* 

The bank account's pretty good too. 

You get free plastic in the form of a 
Cashcard, so you can get to your money 24 
hours a day, 7 days a week. If you're 16 or 
over you can also apply for a Servicecard and 
a cheque book. 

There's no charge for normal account 
services either. In fact, we'll even pay you. 
For every pound in your account we'll add 
interest 

So if that sounds like what you 're looking 
for in a hank, all you have to do is fill in the 
coupon and take it, logether with some 
identification, to your nearest branch of 
NatWest or call us Free on 0800 200 400 for 
more information, (any time from Sam to 
8pm. Monday to Friday). 

But get moving. Accounts must be 
opened by 1 5th October because ihe 
vouchers expire on 31st October 1991. 



If you would like to open a NatWcst Card Plus 
account, take this coupon to your nearest 
NatWcst branch 

Name 

Address 



Postcode 



Accounts must be opened by ISih October 1991 

Rtf Nn 0fi066 



ci National Westminster Bank 

We're here la make life easier 

WH SMITH 



NEWS 

AUGUST 1991 

keep up to the minute 
with the latest news 




from the 

EUROPEAN 

COMPUTER 



ENTERTAINMENT SHOW (that's 
ECES to you chum!) ... 
win! A MUDDY 
FOX mountain 
bike in our great MAGIC 
POCKETS competition ... 
find out WHAT THE STARS 
ARE PUYING ... see what 

STORM is 





whipping 
up ... 



keep abreast of the 
CHARTS ... learn that 
games which 
glitter can be 
US GOLD 




AND MUCH, MUCH MORE... 




BITMAP BROS 
IN CHAOS 

GOOD NEWS FOR BROS FANS, as the gruesome threesome 
have finally broken their silence to reveal details of their next 
game. Once again published by Renegade (unsurprisingly, as 
the boys own the company) The Chaos Engine promises to be a 
role-playing action game unlike anything we've ever played 
before. 

Imagine quiet, cosy, Victorian England. The Empire is at its height, 
life is jolly spiffing and nothing could possibly go wrong. But it does! 
Drug crazed inventor Baron r'ortesque has created the Chaos Engine. 
a terrifying machine which occupies his crumbling gothic mansion 
and from there distorts the very fabric of time and space. 

It looks like the end really is nigh. But your party of six adventurers 
sees an opportunity to shut down the engine, so you plan to storm 
the mansion. 

The action is viewed via a look-down eight-way scrolling display (a 
bit like the one used in Crackdown), but the characters have far more 
depth. A unique artificial intelligence system allows players to control 
up to three characters chosen from the six, while the computer takes 
care of the actions of any characters that you are not directly 
controlling. 

Each of the characters (all of whom are typical Victorian types) has 
different abilities and weapons - between levels, the experience and 
bonuses gained can be used to enhance a character's abilities. 

The party's objective is to defeat the fabulous creatures that the 
Chaos Engine has placed in each of the four levels and then activate 
power nodes which allow access to the later levels. As they did with 
Gods, the Bros have created a unique behaviour modelling system 
that allows enemies to employ cunning and intelligence. 

The Chaos Engine has been inspired by Victorian science fiction, of 
the H.C. Wells and Jules Verne ilk, and the efforts of the Victorian 
scientist Charles Babbage to create the world's first computer: The 
Difference Engine. 

Watch out for The Chaos Engine in November. 



THE CHAOS ENGINE TEAM (from 

left lo righl) arc: Phillip Wilcock 

(Game Design), Richard Joseph 

(Music and FX), new man Steve 

Cargill (Coding), Erii Matthews 

(Game Design) and Dan Malono 

(Graphic Design). 



18. 



mi . ..^1 m h.i.,si i 'I'M 




NEWS 




A LOAD OF 

LD IAP! 



PUT A RAINBOW 
IN YOUR MICRO 

IT WOULD APPEAR THAT Infogrames has a 
real thing about Russian programmers. Not 
content with unleashing Alexei Pazhitnov's 
Tetris and Welltris on an unsuspecting world, 
the French publisher has now snapped up 
Dimitri Paskhov's Colors. 

Similar in nature to the games just mentioned, this 
is a puzzle game for one or two players with a 
simple objective: enlarge your on-screen territory by 
spreading colours. Players start from opposite 
comers and capture adjacent diamonds until they 
meet in the middle. 

Incorporating tournament and challenge modes, 
hundreds of different screens, adjustable time and 
diamond size, obstacles and a save option, it should 
be available soon for £19,99. 



HAVE YOU EVER WANTED to touch 
The stars, to be part of the wild world 
of software creation, to Irve the lives of 
the programming greats-*, like Sensible 
Software? 

Well this competition won't exactly 
allow you to do any of that, but to 
hype up ttte Imminent release of 
Mega-to-Mania (Work In Progress, 
Issue 28), the chaps at Sensible are 
offering a load of old crap from their 
'Sensibilia' drawer to the winner of 
this mind-bending competition. 

If you're the lucky reader who comes 
out on top, then you'll walk away with 
a Sensible goodie bag consisting of a 
unique limited edition Mega-lo-Mania 
T-shirt set (pictured above), Jon's 
favourite joystick (in need of slight 
repair) signed photographs of Jon and 
Chris, a draft copy of the instructions 
for MegsloMania, a C54 copy of 
MkroPfQse Soccer (on cassette or disk) 
a Christmas card from Hewson and 
Chns' favourite keyring, 

Mega-lo*Mania is a pretty hard 
game, involving all sorts of serious 
things like taking aw islands and 
developing civilisations, so in keeping 
with this atmosphere we've decided to 
make our competition a little more 
senous than usual too. 




THREE MEN AND THEIR CRAP: Sensible* 
Jon Hare, Chris Yates and Chris Chapman. 




vmm 



Mega io Mania 



MEGA-LO-MANIA - a fairly hard game. 




MILLENNIUM'S BIGHEADS 

CAMBRIDGE-BASED MILLENNIUM claims 
that Chiuto's Revenge, its latest game, features 
one of the largest playing areas ever - over 400 
screens of scrolling look-down action. That 
may or may not be the case, but one thing's for 
sure - it definitely features characters with the 
biggest heads ever! 

Chinto's family has been killed by assassins, so he 
spends years learning martial arts from the monks 
who give him shelter, and then sets out to take his 
revenge* 

Your task is to guide Chinto through forests, lakes, 
and gardens to the city where he must challenge the 
evil overlord, now transformed into a huge dragon, 

Chinto's Revenge will be available soon for £25.99. 



rTo gel your hands on this oncenn-a-lifetime prize, all you have lo do is complete the 
following sentence : 

Sensible Software are a bunch of _ ♦. 

Okay- okay we know that you could put just about any word in that space, but there's 
only one word that we're interested in. To find it all you have to do is complete the 
following puzzle. Get all the answers right and -as ifbymagk- the necessary word will 
appear m the shaded line. 

i ) What was the name of Wizball's 

2) Which famous bespectacled 
programmer won The Oneftemible 
Software 'best programmer ever 1 
trophy? (9) 

3) Whicfi sport did Sertsibte simulate 
in its own peculiar geometric' way? 

A) Any one of the *ett*rs in Sensible 
Software 0) 

5) Richard - the famous 

soundman looking after the *onk 
side of Mopa-to-Mama, (6) 

6) Which famous megalomaniac 
lotf the vcond world war? (6) 

7) What game does Meflt-to-Marwa 
took ftlie it's a complete rip-off of 
(even though it isrvtP (8) 

THE TIE BREAKER 

Pretty easy competition huh? So what we really need is a titanium-tough tie-breaker to 

separate the men from the girls.., so here goes; complete the following sentence in no 

more than 10 words, 

I think that The One should give Mega-lo-Mania 99 per cent because,.. 

The entry which include* the wittiest silliest, cleverest and most legible reply to that tie* 
breaker may well walk away with this fabulous prize (or else it might go to someone who 
writes something really boring) 

fithorway, fill in the details below and send your entry to Sensible Enough, The One. 
EMAP images, Priory Court 30-32 Farringdon Lane. London EC1R 3AU, to arrive no 
later than August 23ra 









1 














2 




! 


















3 




















4 






5 
















6 
















7 





















Name*** 



»"* ♦*.*****». 



Address„w^ »,«■ 



** ItTtMWWf *t*T*tt * *" 1*< ** 



-■ -■- 







.Telephone. 



the 5MAU. HUNT Thr t» iiitoA deciucn it fn* and • Aoid p>i Wievp it - no oympoM*** *tll bt nt**td into EmpJoyttf oi 
Uirronctl Scmtic Sottovt »«* EMAP MQet may not <r*r + You m^craruofwttyou toeMphrt&Wtdt' 1 *''*** 1 ' 
KCtpUtt* for Itaa o* ycu Vrtio donl wirt lo A'*? yoj tuue) 

I 



THE ONE AUGUST (99 1 



.19 



NEWS 




JLUCASFILM KILLS INDY 
august 1991 ADVENTURE GAME 



1 = GODS 

Renegade 

2 A HEROQUEST 

Gremlin 

3 = STEVE DAVIS' 

WORLD SNOOKER 

CDS 

4 ▼ LEMMINGS 

Psygnosis 

5 T FANTASY WORLD 

DIZZY 

Code Masters 

6 A NINJA RABBITS 

Micro Value 

7 A LITTLE PUFF 

Code Masters 

8 = CALIFORNIA 

GAMES 
Kixx 

9 NE LOMBARD RAC 

RALLY 

Hit Squad 

10NE ARMOUR-GEDDON 

Psygnosis 



1 NE 

2 A 

3 T 

4 NE 



Millf NNIUM 2.2 
Eleclric Dreams 

KINGS QUEST TRIPIE PACK 
Sierro/Achviscn 

Roeocop 

Ocean 

BATTLE CHESS 
Electronic Arh 



SHOCK NEWS EMERGED FROM 
LUCASFILM last week, as the 
American publisher announced its 
decision to drop plans for an ST 
version of the forthcoming Indiana 
Jones And Tlie Fate Of Atlantis 
animated adventure. 

A spokesperson for US Gold.. Lucasfilm's 
European distributor, cites the American 
giant's perfectionism as the main reason 
for the decision, saying: "It all 
centres around the fact that 
Lucasfilm wasn't prepared to 
compromise with the game's 
entity. They could have produced 
a game that was perfectly 
playable, but it wouldn't have 
been the full project that's 
appeared on other formats - 
Lucasfilm simply wouldn't do 
that." 

Suggestions that a recent decline 
in ST software sales was a major 



factor in the decision were dismissed, with 
US Gold pointing out that it will still be 
bringing out its own 'action game' based 
on the same story (see the Work In 
Progress feature on page 53). 

It's not yet known how this decision will 
affect Lucasfilm's other planned projects, 
most notably Tlie Secret Of Monkey 
Island 2. Watch out in future issues for 
more developments. 



SKY HIGH 
ATARI 

ATARI LOOKS SET to be 
facing a tough Summer in 
the marketplace because of 
an unexpected rise in the 
cost of both the STE and 
the Lynx handheld console. 
The 520 STE has shot up by 
£30 to £329, making it only 
£80 cheaper than the the 
new Commodore Amiga 
bundle. 
Following the recent 



5 NE 


RVF 
MicroSryle 


6 NE 


KICK OFF 
Anco 


7 ▼ 


POPULOUS 

Electronic Arts 


8 NE 


FORGOTTEN WORLDS 
US Gold 


9 T 


DRAGON NINJA 
Imagine 


10 T 


SILKWORM 
Virgin 




pnee 

cuts, the basic configuration of 
the Lynx has now gone up by 
£6 to £84 (although there have 
been no changes for either of 
the enhanced packs, which still 
retail at £99 and £129 
respectively}. 

Atari blames the price 
increases on a strong dollar, 
but promises that the situation 
will be reviewed in September. 




VIRTUALLY COMPILED 

IN AN ALMOST SPOOKY DISPLAY of 
coincidence, two software publishers are 
latching on to the latest industry buzz- 
words, 'virtual reality' by releasing 
compilations with the word virtual in the 
title. 

Domark's 
Virtual Worlds 
is a collection ; 
three old 
Incentive 
Freescape 

iSes Driller, 
Total Eclipse 
and Castle 
Master - and one 
previously 
unreleased game, 
The Crypt (a 
Castle Master variant), which is available now 
for £29,99. 

Meanwhile, Elite is set to release 10 games in 
two separate compilations (most of them from 
the MicroProse stable). 

Virtual Reality Volume One features 
Midwinter. Carrier Command (above). Stunt 
Car Racer, Starglider 2 and International 
Soccer Challenge, while Volume Two digs even 
deeper into the past with Virus, The Sentinel 
and Weird Dreams, as well as giving you two 
recent Millennium offerings. Resolution 101 
and Thunderstrike. 

The prices^ Volume One clocks in at £29.99, 
while Volume Two is £25.99. 




20 



HE ONF AUCJCJST 1991 





n 




DN5* 



vdu KM 



1)B WESEHI (BIDE 



Vfl 



RTTHE 



M: 



--L 



r 







« 



nfi 

head is thumpln' J^^^^^ and my heart 
is pumping the adrenalin around every vessel of my hyper- 
lense body - the driving untr, that wM be shoe-horned, wedged like a Coll 45 
Into Its holster, as I am placed Into the command seal ol my vehicle - ready to 
enter the arena at play... and combat 

"Wild Wheels" they call us. Combatants who play a "game" - a game whore 
there are two ways to ten... down on points or down on fuel • the fuel ol life! 
Our "hit" for action are the finely honed masterpieces of engineering... 
machines that wll pole-axe the opposition, melt them, crush them, detonate 
them Into a million white-hot, speedng grains 
of shrapnel. The kit of death 1 in which many of 



CEAN SOFTWARE LIMITED 

6 CENTRAL STREET 

MANCHESTER M2 5N 




us will experience our last, and final, banding flash. 

hi the inn, the game becomes a struggle to win, a light tor Ufa. The noise 

from the screaming crowd Is drowned by the Incessant roar of the mighty 

heart ol this mechanoid beast Its engine pushing out every ounce ol power to 

keep me Just ahead, and delivering a heavy, sickening Mow Into my back as It 

accelerates at my command. Taking aim, I firm up every muscle ready for the 

great burst, the deafening scream as I unleash my lethal messenger... and Its 

message - "GAME OVER!" 

But that's just half the game story. Now YOU enter the arena... 

ENJOY THE SHOW! 



TELEPHONE: 061 832 6633 
FAX; 061 834 0650 










WIH THIS FABULOUS 




COURTESY OF RENEGADE 

IN THIS GREAT 




4KXmui&&Hz 



COMPETITION 

WHY SHOULD THE BITMAP KID HAVE ALL THE FUN? Why 
should he be the only one to spend his time racing around on a 
bicycle while you're left to wander the streets on foot? It's just 
not good enough. 

Those guys at Renegade realise this - and they want to put 
one lucky reader of The One on wheels by offering this 
amazing Muddy Fox Courier Mega mountain bike to the 
winner of this ridiculously easy competition. 

The Courier has been one of the world's best-selling mountain 
bikes for over six years now - and now that it's been updated to 
include a hand-crafted Cromo Mega frame and many more 
improvements it can realistically claim to be among the best 
bikes available. 

5o much for the Bitmap Kid, he may finds lots to do and 
plenty of places to explore when Magic Pockets is released next 
month, but his little cycle looks remarkably weedy when 
compared to this flashing beauty. 

Feeling lucky? If so, then just answer the following super- 
simple Bitmap questions (super-simple to a real Bros fan, that 
is) and send the reply (on the back of a postcard or sealed 
envelope) to: Wheely Great The One, EMAP Images, 30-32 
Farringdon Lane, London EC1R 3AU, to arrive no later than 
August 23rd. 

1. Which of the three Bitmap Brothers is famous for 
his ever-present shades? 

2. Name the programmer of Magic Pockets. 

3. What Is the name of the next Renegade/Bros 



LL PRINT 

n« eriiliji'i ctecttion u final and no toHeioondencc wM be intoned Into Bnployra of CM 41* fmjgtf. 
ftoiwgade *ntj ih* Bttmap Broitort may ncn tflttt dti go and buy Vouf own b*k*t, ch?) Ho isth Atfrmotwv 

Will tM oH^tfd HI lieu 0\ Ihfc firtt p»r;n 




GET OUT THOSE DIARIES and cross off the 
three days between September 6th and 8th, 
because the biggest event in the computer 
gamer's calendar is fast approaching. Yes folks, 
it's almost time for the European Computer 
Entertainment Show - with this year's event 
promising to be bigger and better than ever. 

The first change that you'll notice is that the 
extravaganza has moved to the brand new 
Exhibition Hall at Earls Court 2, All the biggest (and 
even some of the smallest) software publishers and 
hardware manufacturers will be there, showing off 
their latest innovations. 

As usual, there'll be plenty of opportunity to try 
out and buy the latest games (often before they reach 
the shops) and you may even be one of the first 
people to see a brand new machine... who knows£ 

When, where, and how much£ 

The show is open to the public 
between 9.00am and 6.00pm on 
Friday September 6th and 
Saturday September 7th and 
between 9.00am and 5.00pm 
on Sunday September 8th. 
Tickets for each day cost 
£7.00 on the door, with the 
price including a glossy 
souvenir brochure and a 
donation to the Prince's Trust 
charity. 

MAJOR EVENTS 

Here are a just a few of the many 
exciting things that you can expect 
to see and do during the three days 
of the show: 

RADIO ONE - LIUE! 

Radio One DJs Jakki Brambles (above) and Simon 
Mayo will broadcast live from the show on Friday 
from 1 1 .00am to 12.30pm as part of the Simon Bates 
show. 

TELEVISION! 

Some of your favourite Saturday morning TV shows 
will also be broadcasting from the event - so you 
may even get your face on the box! 

FAMOUS DUDES! 

Make sure that you have your autograph book in 
your pocket, as there's every chance that you'U bump 
into one of the many famous personalities from the 
worlds of music and sports who'll be wandering 
around in support of the Prince's Trust charity. 




22 



THE ONE AUGUST I 9«J I 




k 



THE 




NEWS 










TALK TO THE PROS! 

Find our all you need to know 
about the hottest games of the 
future in The One's very own Work 
In Progress seminar, featuring talks 
from Peter Molyneux (left), 
Lucasfilm's Doug Glen and more, 

THE WORLD GAMES 
CHAMPIONSHIP 

The best of the best will line up to find out who 
really is the greatest games player in the world. Not 
only that, but the show will also see the finals of our 
own Kick Off 2 Goal-den Coals championship. 

SEGA'S R360! 

If you've never taken off for a spin in the most 
amazing arcade cabinet ever f then. now J s your chance 
- courtesy of US Gold, the company with the 
conversion licence. 

EXPERIENCE VIRTUAL REALITY! 

Wl Industries can transport you to any world of 
your choice in one of its amazing Virtual Reality 
cabinets. 

THE SPORTS VILLAGE! 

[f you're a sports fan, you must make time for a 
visit to the shows sports village. This will include 
several events running throughout the show, 
including demonstrations on a half-pipe from the 
World Champion Skateboard Team and a special 
football stand organised by our sister publication, 
Match. 

SPONSORED GAMETHON! 

Throughout the show the best games players in 
the world will be taking part in some 'long-term' 
games playing. Come along and see some superb high 
scores being clocked up as the guys and girls make 
loadsamoney for charity. 

AND MUCH. MOCH MORE! 

If you wear yourself out by rushing 
around looking at great new games and 
machines, take some time out to watch 
the display by the Covent Garden street 
entertainers, get a new look in the face 
painting booth, show your star quality 
in the karaoke booth or win an instant 
prize in one of the many competitions. 
And if all that isn't enough to keep you 
happy, there'll be many surprise events taking 
place on the main stage all day long* The European 
Computer Entertainment Show - don't miss it. 



SAWHAT THE 



Tickets will be available on the door throughout each day, bur 10 avoid 
disappointment (and beat the queues) you can always book your ticket in 
advance. To get the number for credit card bookings ring our information 
hotline on 0839500 820 1 , or check the ads which will run I I now and 

September, not only in T7«? Otic, but also in our sister titles ACE t CV Amiga, 
PC Leisure, Sinclair User, Computer and Video Games mdMaw 

Machines 

"Calls arc dtf.r> I5p \xr minute jtoiuJaiu ca«and34p 




it's not been around for a couple of months, but 
now it's back, bigger, brighter and better than 
before... the section that shows what the 
Megastars (and micro celebrities) of the 
software development world are unplugging 
their mice and greasing their sticks for From 
now on, I'll be bringing you the inside track on 
who's who, what games the who's are playing 
and why the who's are playing the what! And if 
you understood all that, you may begin... 

PETER MOLYNEUX 
(Bullfrog) 

CI' Pete tried his best not to sound too self-absorbed, but 
he couldn't conceal the fact that he's filling his time in a 
completely inevitable fashion... put it this way, by the 
time Populous 2 comes out it will have been rigorously j 

E lay-tested. "I didn't want to tell you/ 1 Peter insists, 
ut do we believe him? Apart from playing the god, 
Peter has also had time to have a go at SSI's Eye Of 
The Beholder, although the thinks that "Dungeon 
Master is still better.** Not devoting all of his time to 
home computers. Pete's also had a bash at Sega's new 
MegaDrive smash, Son/c The Hedgehog: "I played it a lot 
when I was over in the States," Pete admits, adding place- 
dropping to his list of sins, 

DAVE BOWLER 
(Storm) 

Currently working long and hard on converting Big Run, 
Dave takes his mind off the road wrth a spot of shoot 
'em up action. SWIV (but of course) gets the vote as his 
number one blast, with Batlle Squadron and Xenon 2 
coming in dose behind. But when the heal from these 
gels to be too much, a quick romp through Toki is al" 
that it takes to cool him down - either that or a spot 
of Game Boy ferris. However, try as he might, Dave 
can't avoid racing games forever - as he does most 
of his development work on a PC, spare minutes are 
taken up with the high-speed thrills of Indy 500, which 
apparently "looks great" on a VGA monitor. 



JON HARE AND CHRIS YATES 
(Sensible Software) 

Waking Chris Yates from a five-minute nap isn't really a 
good idea - try it for yourself one day... but don't stand 
too near to the telephone. Anyhow, choosing 
discretion as the better form of valour, I catted back 
later and received a better response. Chris cites the 
pressure of completing Mega-lo*Mania as the reason 
why he's not had much stick time of late, but he has 
managed to put in a few hours with Millennium's 
Thunder Strike. On the other hand, jovial Jops Hare is 
wide awake and still kicking with Anco's Kick Off2 t 
insisting "you come back again and again" - and don't 
we know itl So much time has been put into the footie 
classic, that the dynamic duo are now planning to 
improve on it with a new soccer game of their own 
our breath is bated. 

SEAN GRIFFITHS 
(The Bitmap Brothers) 

Magic Pockets is nearly finished, so Bitmap cousin Sean h 
had time to catch up with Super Mario Brothers on the 
Famicom. Tve just finished it,* he gloats, "but I can't 
read the end text, because it's in Japanese." Not content 
with this Herculean feat, Sean's also caught up with a 
couple of old favourites by getting into Game Boy It- 
Type and Speedball2 (his excuse for this one is that 
the PC version needs playtesting). 

• More Stars on Page 31... 







THE ONE AUGUST 1991 



.23 



k 



THE 




NEWS 



PHAZERS ON STUN 



ARE YOU BECOMING a little 

bit bored with having to use a 
joystick or mouse for all of 
your gamcsv Well, if a 
company called Trojan 
Products has its way. its 
Phazer light gun could soon be 
as familiar an accessory for 
your ST as either of those 
standard controllers. 

Boasting a 1,5m lead, the Phazer 
plugs directly into your 
ST's 




printer port - 
and it's the first 
attempt at 
simulating the 
tasty hardware 
you find in 
arcade games 
such as 
Operation Wolf 

The gun is approximately 15cm 
high and 30cm long, with a micro- 
switched trigger and aligned sights 
on the barrel. 
The price of £39.99 includes two 



games: Orbital Destroyer (a space 
shoot 'em up which involves 
killing an increasing number of 
swarming aliens) and Sheet Shoot 
(a clay pigeon shooting game over 
12 stages, with a couple of 
difficulty levels). 

Ocean and US Gold have both 
already expressed 
an interest in 



the 
gun and, 
according to Trojan, 
are planning a couple of 
games each. They've also 
provisionally agreed to 
incorporate drivers into future 
releases which could make use of 
the Phazer 

In addition to releases from 
other software houses, Trojan 
itself has a team of 10 
programmers working to produce 
games on a regular basis - expect 
to see a further five games before 
the end of the year 

The Phazer should be in your 
shop as you read this, but if you 
have any trouble picking one up, 
you can call Trojan direct on (081) 
554 7098. 



NERS... WINNERS... WINNERS. 


.. WINNERS...WI 


STOP YOUR GRINNIN' and 


never there before are W 


Japa'H-ic Grand Prix hc- 


hope you're winnirV. 


Roberts of flolton firN 


and 'Where do people sp- 


because this is the moment 


Manchester; Wayne Lucas 


Japanese 7 1 nght down to the 


that a lot of you have boon 


from Stockport in Cheshire 1 


rVhkh 


waiting for - the results of 


Mercer who got hii em ■ \ 


country was the lucky 


our June competitions 


the way down from North 


plentoftbeflrfl atomic 


To celebrate nothing in 


Yorkshire; Christopher 


bombbl^i BMo 


particular, MicroPro** decided 


Vincenti of Newton Abbot in 


l« effort was quidify 


to offc five pairs of tickets to 


Devon and Mr fj. Tyrelf who 


binned. 


the International Air Tattoo 


Deptford 


nan wno tquee/ed our 


*B^ to the firit f>ve reader* 


(who all win a half-meg 


mi has hours 


could name ihirc of iu 


memory upgrade) 


o' fun ahead of h 


Rlgl ton, 


A f l. " ■ :an 


manipulating his colour 


Needlea to say. far rno*e 


conso'c themselves by having 


: nt 


than fm of you c am* up with 


three friends around and 


Esto- eland For the 


ihe good*, but the folks who 


making use of their brand 


record, his question was 


separated themselves from the 


new four»DJjycr joyttJd 




pack when push earn* to 


adaptors - these Are: R. Oliver 


* «'»-v g in 


shove are bltm Uddin, of 


of Stamford in Lines; p.i . 


pute come from?* Ho ho 


London, Stephen Con from 


Gieen from Hull; Matthew 


But Mark >tn t the only 


Tunbridge Wef k Kent; Lan 


Poade from Coven, Near 


reader ol Hie One who 


Sumner, who hall* from York; 


Wolverhampton; Mr. J 


1 i mg his hands with pleasure 


S. D. Walden of Chatham in 


Woodhams. whobatlU- 


over the few month* as Ami 


Kent and AndoveA Mr- 


nv;y E-ist Sum .ir>d Ian 


also offered a pair of its own 


Bailey 


Sampson who's busy Nazeing 


Ly*' id machines. 


Birmingham \ biggest 


in Essex 


complete with all the fittings 


software distributor 


After whai seemed like 


and ttiJifamfd Game* 


Centresort, announced the 


longer than it's taken Twin 


software. *n ihcs tame pr a 


launch o" -range of 


Peati to get to the poi nt. 


packed tow. 


i jets j«d add-ons - and 


we've finally wrapped up our 


The two cool cats who v. 


before "t had sold rts firsr cable 


Sega Game Gear competition. 


able to put the singers to t t 


it offered a multitude of bits 


Remember that first time 


songs, and thus emerged on 


and pieces to you lot. AJIyou 


around we forgot to print Ihe 


lop, are Colin Wilson of 


had to do was correctly 


question? Well, bock m Issue 


Tarporiey in Qttshlre and 


describe how a plug should be 


33 we turned the tables and 


SornerietSJocV. htfl) 


wired (one word of warning 


asked you to come up with 


be hiding the naif -pipe in 


though * never get Mr P. 


the question 


Yeovil all this summer. 


Williams of Reading in to 


LittW did we realise what 


Congratulations to all 


rewire your house!). 


untapped wealths of talent 


concerned - and if your name 


Those of you who now have 


we were about to unleash. 


isn't here, it may turn up 


something sticking into or out 


the question* we received 


when we print the w-riner* 


of your computer that was 


ranged from "Where is the 


from Issue 34, See you Ihen , 



THE GOAL-DEN SHOT 

The Kick Off 2 

Golden Goal Of The Month 

PRESENTED BY THE ONE 

MAGAZINE AND ANCO 

THE KICK OFF 2 GOLDEN GOAL 

CHAMPIONSHIPS 

IT'5 TIME TO GET OUT YOUR HANKIES and wave 
goodbye to the Goal-den Goal, as the final 
whistle has been blown (choke). With this in 
mind, we thought that this month's effort had 
better be extra special And so it is - the man 
with the plan is Dien Tran from Grangemouth in 
Scotland, a guy whose lightning fast, twisting 
runs leave defences in tatters and unsuspecting 
opponents in open-mouthed awe. Fortunately 
for us, Dien has decided to share one of his 
classics with the world and has, in the process, 
gained himself a place in the championships. If 
you've got the right version of Kick Off 2, then 
you can have a gander and judge for yourself, as 
the goal in question is once again on our 'Sneak 
Preview' disk (see page 6 for details). 



AN UNEXCITING 
midfield muddle is 
broken up as Tran 
intercepts a poor 
pass. With blood in 
his eyes, he sets off 
down the field in a 
spectacular bid for 
goal... 




..JUGGLING THE 
BALL easily from 
foot to foot, he 
twists his way 
through the 
opposition. 
Spotting an 
opening, the young 
star sends the ball 
out to his right 
winger... 



...A LONG CURLING 
pass through the 
defence finds the 
centre forward, 
who, turning with 
ease, puts a 
thunderbolt shot 
into to the top left 
corner, past the 
flailing keeper 
What a goaaaaaalli! 



24. 



Tl IE ONE AUCl.'Sl I't'il 



So there you have it - the golden goals are over. 
Before your tears ruin our quality paper though, 
comfort yourself with the knowledge that the 
competition is only just beginning, as this 
month's star will be joining our previous winners 
at the Kick Off 2 Championship at the European 
Computer Entertainment Show in September. 
And that's it! There's just time to say a big thank 
you to everyone who sent in a Goal-den Goal 
disk in the past and to remind you not to send in 
any more as it would just be a waste of time and 
raw materials. Before we go, here's a full list of 
the lucky, lucky people that have earned 
themselves a place in the prestigious contest: 
Dien Tran, Gary Neal, Gavin Durbin, Richard 
Worrall, Scot Symonds, Robert Halvarsson, John 
Wilson and Peter Halloran. May the best man 
win! 




NEWS 




SYSTEM 3 FALLS BACK 

NINJA-LOVING PUBUSHER System 3 
has decided to delay the release of both 
of its forthcoming titles, The Last Nittja 3 
and Myth % until September - despite the 

fact that a 
company 
spokesperson 
claims that both 
games are 
finished and 
ready to go. 
Those of you 
who can't wait 
until next month 
though f can keep 
your Ninja skills polished by getting 
your hands on the firm's Premier 
Collection compilation which includes 
the original of the species, the 
previously unrclcased Tltc Last Nut/a. 

DJ/S NEW FLIGHT PATH 

DIGITAL INTEGRATION is to move 
away from exclusive development of 
simulations by launching a new arcade 



eh; 




label, probably to be called Screenplay. 
The first two games are due for release 
in the lasl quarter of this year: Supa Plex 
(an arcade game) and The Drift (a space 
adventure), D.l. aims to produce a 
steady Row of releases, up to a 
maximum of three or four a year. 

BULMER BURGLED 

KEVIN BULMER, the graphics whizz 

who's currently turning pixels into 

pectorals for Ocean's forthcoming 

Terminator Z has had his house broken 

into, with the thieves literally getting 

away with everything, including all of 

his work to date. Fortunately, for Ocean 

at least, the Manchester giant had taken 

plenty of 

back-ups 

(remember 

kids, you 

can't be 

too 

careful!) 

and the 

burglary 





. SJOIOIOIOIOIOIOIO 



has only caused Buhner a couple of 
precious development days. 

MILLENNIUM IN GBH 

GREMLIN'S BUDGET LABEL GBH is 

now to include games previously 

released by 

Millennium. 

In total, 10 of 

the Cambridge 

lit m's games 
have been 
signed over, 
including 
Urn uder strike , 
James Pond: 
Underwater 
Agent and Resolution 101. Each of these 
will be relaunched at £7.99, The series 
kicks off with Cloud Kingdoms (re- 
reviewed in this issue) and Kid Gloves. 

ADVENTURERS REUNITED 

IF YOU'RE AN ADVENTURE FANATIC 
who has been dismayed by the recent 
closure of The Adventurers Club Ltd, 
then take heart. Three of the original 
reviewing team have reunited to form 
The Adventure and Strategy Club. 
Starting in September 1991. the club will 
publish Tltc Reference Book of Adventure? 
a bi-monthly magazine including news, 
reviews, hints, tips, solutions, maps, 
letters and adventure-related articles. 
Members of the club also have free 
access to the club's postal and telephone 
helplines. For further details contact 









■ 



! 



t 



9 




-' 






one 

NEWS 



Hazel Miller at 17 Sheridan Road, 
London, E12 6QT. 081-470 8563. 

HANDS ON FOR SYSTEMA 

JUST WHEN YOU THOUGHT it was 
safe to go back to your computer, 
Systema, the electronic toy firm, has 
launched another handheld console. 
Aimed firmly at the Gamate and Game 
Boy market, the Systema 2000 features a 

monochrome 
dot-matrix 
LCD display 
and is likely to 
retail at about 
£49.99. The 
price includes 
a Falling Blocks 
game cartridge 
(guess which 
popular game 
beginning 
withT 
inspired this 
giveaway) and 
a pair of stereo 
earphones. It 
runs on four AA batteries or a mains 
adaptor (which is not supplied). A 
further 20 cartridges are planned for 
release during 1991. which will probably 
retail at around £9.99. Owners of the 
Systema 2000 can also join the Systema 
2000 club free of charge, and obtain 
regular updates on new releases. Is it 
time to throw out your Game Boy? We 
think not! 




BRODERBOND BUDGET BONANZA 

DOMARK'S RESPRAY BUDGET LABEL 
has been extended to include games 
previously released by Broderbund. 
Available now for £7,99 arc Typhoon 
Tltompson In Tlte Search For Tltc Sea 
Child (a 




unique 

arcade 

game 

combining 

shoot 'em 

up with 

strategy) 

Shufflcpttck 

Cafe (a 

futuristic version of air hockey) and 

Wings Of Fury (a shoot T cm up set in the 

Pacific during World War II). 

THE HUNTS BACK ON 

FANS OF TOM CLANCY (Tlte Hunt For 
Red October) will no doubt be pleased to 
hear that Tlte Cardinal Of Tlte Kremlin t 
his third novel, is due for an imminent 
release by Accolade, TCOTK is the 
second book to feature Clancy's fictional 
hero Jack Ryan and tells the story of his 
attempts to help a high-ranking Soviet 
double agent to defect. Even more good 
news for Clancy fans is the 
announcement of two new films in the 
pipeline - Patriot Games and Clear And 
Present Danger. Patriot Games is a quite 
remarkable story of a failed 
assassination attempt on the Prince and 
Princess of Wales (and even sees Chuck 



toting a machine gun, blowing away the 
bad guys!). Clear And Present Danger is 
a more clean-cut action tale of the US' 
attempts to deal with the drug Cartel in 
South America. Both see a return of Alec 
Baldwin as Ryan and should make an 
appearance at some stage during next 
year. 

TO BOLDLY PRINT... 

WILLIAM SHATNER, hero to the 
millions of Star Trek fans worldwide, 
has turned his hand to writing. Tek War 
and Tek Lord (published by Corgi 
Paperback and Bantam Express 
Hardcover labels respectively) are the 
first two books to be penned by the mak 
who was James T. Kirk - both are set in 
the genre that he is more than familiar 
with, science fiction. 

A REAL ROLL-PLAYER 

FROM THE PEOPLE WHO BROUGHT 
YOU Clown-o-Mattia comes Rolling 
Rottny, an all-action colourful platform 
romp featuring the eponymous title 
character skating his way through a 
series of hazard- 
filled streets, 
avoiding 
numerous 
enemies and 
collecting 
bonuses along the 
way. Watch out 
for a full review 
next issue. 




k 




« 





* 




© 1991 Carolco International N.V. All Rights Reserved. 




®ne 

NEWS 



Ciaran Brennan visits the offices of The Sales Curve to catch up on the 
current state of play with its impressive line-up of coin-op conversions. 



MORE 

KRISALIS 

BALLS 

KRISALIS HAS 

TEAMED UP 

with WH Smith 

to produce a 

competition for 

Man Utd 

Europe. The 

company has 

managed to 

grab hold of 

100 shares in 

the club, which 

If s going to 

give away to 

one lucky 

winner. 

Meanwhile, 

Krisalis has also 

snapped up the 

Graham Taylor 

licence: the 

game is already 

underway and 

should feature 

your struggle 

to become 

England 

manager from a 

non-league 

management 

position. 




DOMARK'S 

SPORTING 

SUMMER 

NOT CONTENT 

WITH unveiling 

its Virtual 

Reality 

compilation 

(see elsewhere 

in these news 

pages). Oomark 

has also just 

announced a 

quartet of 

sports 

simulations 

under the name 

of Grandstand. 

As well as the 

excellent World 

Class 

Leaderboard 

and Pro Tennis 

Tour, this also 

includes the 

notorious 

Gazza's Super 

Soccer and the 

decent coin op 

conversion. 

Continental 

Circus (above). 

If they sound 

like your cup of 

tea, all you'll 

have to do is 

fork out £29,99- 




YOU MAY NOT BE 
FAMILIAR with the name 
The Sales Curve, but chances 
are that at least one game in 
your collection will have 
come from its impressive 
stable of programming talent. 
Originally acting as a 
developer for other publishers 
(with its credits including 
Silkworm and The Niuja 
Warriors, both for Virgin), the 
company now publishes all of 
its games on its own Storm 
label. 

Very few new labels have 
kicked off with games as 
successful as Storm's opening 
pair St. Dragon and SWIV, but 
the line-up of five conversions 
that Storm currently has in the 
pipeline could even put those 
two in the shade. 

The first of these to appear in 
your local software emporium 
will be Rod-Land (see Work In 
Progress in Issue 33), a cutesy 
arcade adventure in a similar vein 
to the classic Bubble Bobble. 
There's no need to explain this 
one, as there's a playable demo 
on this month's Sneak Preview 
disk which has been specially 
prepared by programmer Ronald 
Picket Weeserik for you to play 
and enjoy. 

Don't lose heart if cuteness 
isn't your 'thang' though, 
because the game that 
immediately follows it in 
Storm's line-up couldn't be more 
different. Taito's Final Blow is a 
one- or two-player boxing 
extravaganza featuring enormous 



pugilists doing teeth- jarringly 
realistic damage to each other. 
Currently in the capable hands of 
Shaun McClure (graphics) and 
Steve Hooper (code), the game 
allows the player to work off his 




JALECO COIN-OP racing action 
in Big Ruu, with graphics 
courtesy or Rob Whittakcr. 

pent-up aggression through a 
single fight, or alternatively to 
work his way to the top of the 
league (who ever heard of a 
boxing leagued). 

Hooper is obviously no great 
fan of the fighting games that 
have come before: "Boxing games 
can be a bit boring, so what 
we've worked on is making the 
moves more varied and the play 
as tactical as possible/ he says* 
Because of this, the team has had 
to stray slightly from the path of 
pixel for pixel conversion and has 
instead chosen to interpret 
certain aspects in its own way. 
For example, the coin-op's 
original complement of five 
meatheads has been doubled, 



with the line-up now including 
Dynamite Joe f Crusher Kev and 
Demon Dave {interestingly 
enough, these have all been 
named after Storm 
programmers). These chaps' 

styles vary from 
the defensive 
through to the 
downright dirty, 
but each has his 
own weakness 
which can be 
found and 
exploited. 

Swapping your 
boxing gloves for 
the soft leather 
backless variety, 
Big Run puts you 
at the wheel of a 
Porsche rally car, 
taking part in six 
stages of the 
infamous Paris-Dakar 
endurance race: Tozeur, 
Tumu, Agadez, Banako, St, Louis 
and Dakar itself. 

An OntRuu -style driving game, 
this Jaleco coin-op features high- 
speed action, impressive 'up and 
down r road movement, a choice 
of routes and a few less serious 
elements such as the occasional 
appearance of an entire family of 
ostriches. 

The job of bringing all of these 
elements to the small screen is 
being handled by Dave Bowler, 
while Rob Whittaker is the man 
who's been trusted with the job 
of taking care of the graphics. 
Expect to see the finished game 
on the shelves in either late 




GREG MICHAELS (RIGHT), PICTURED HERE with mist Ned 
I-angman, describes Double Dragon 3 as: "The most interesting of the 
whole Double Dragon series." Compare the duo's work so far between 
the coin-op original (below) and the conversion (bottom right), 
Watch out (or a full Work In Progress report in a future issue. 









* •* 



28 




*HE ONf \l l .1 1ST 1991 










December or early January. 

Across on the other side of the 
office, Greg Michaels describes 
Double Dragon 3 as: The most 
interesting of the whole Double 
Dragon series,* He would say 
that though, as he's devoting all 
of his keyboard time to bringing 
it to life for your computer- but 
he could have a point, as DD3 
throws in more opponents and 
more moves than any of its 
predecessors. 

In the original coin-op, these 
special moves - including the 
'locking head squeeze', the 
'overhead collar throw', 'the 
handstand ankle flip' and the 
•one-armed head-butt' - were all 
accessed by manipulating a 
complex three-button system. 
Michaels is currently working on 





SHAUN MCCLURE (left) and Steve 
Hooper, the men behind the 
fisticuff action of Final Blow - from 
coin-op (top) to conversion 
(middle). 




L 



l : '1 | 



LEYLAND'S IND\ HhA F, pencilled in 
for Easter 1992. 

a way of executing the same 
moves through a standard 
joystick set-up. 

Another element of the original 
which can't possibly be handled 
by straightforward conversion is 
the shop. In the coin-op, scores 
of extra moves can be bought at 
the shop by the ever-so-simple 
method of pumping extra coins 
into the slot. To replace this, 
Storm is currently working on a 
number of ideas {including a 
simple 'points for moves' swap) 
although the final decision has 
yet to be made. 

Double Dragon 3 is a little more 
complex in plot than either of 
the first two in the series, 
featuring a search for the three 
missing Rosetta Stones which 
takes place across five missions 
and features such exotic 
backdrops as China and Egypt. 
The man responsible for 
recreating these locations and the 
characters that occupy them 
(including the choice of five good 
guys!) is Ned Langman, who lists 
Rod-Land among his previous 
masterpieces. 

Finally, Storm has only just 
snapped up the rights to convert 
Leyland's impressive racing game 
Indy Heat (see Arcades in issue 
33). 

Work had only just begun at 
the lime of going to press, so 
don't expect to see a finished 
product before Easter 1992 at the 
earliest. You will, of course, be 
kept up to date with this (and 
the other Storm conversions) in 
future Work In Progress features. 



YOU COULD HARDLY MISS THIS ISSUE on the news 
stands, as art editor. Clamorous Gareth, decided to grab 
a few sprites from the newly-released Xenon II and go 
for what is known in the trade as the 'splurge' look. 
Erm... very nice! 

The game didn't do quite as badly inside the 
magazine, where it scored a very respectable 93 per 
cent. A good mark, but not the best; Craftgold's 
excellent conversion of Rainbow Islands, having been 
squeezed into the corner of the cover by the 'splurge 1 , 
pipped Xenon II at the post by coming in a single per 
cent in front. Also worthy of a mention is Geoff 
Crammond's super whizzy Stunt Car Racer which 
clocked up 84 per cent at the finish. 

So what else was new* Well, Populous was about to be 
given a new lease of life by the release of its expansion 
disk {The Promised Lands)* which contained five (count 
'em) new types of landscape, including The Bit Plains. 
which looked like a bit of a programmer's nightmare, 
what with its listing paper, coffee tups, and ZX 
Spectrum clones. 

On the subject of sequels, good old Dino Dini had just 
told us he was working on a management follow up to 
Kick Off called Player Manager, and Ian Bird 
(undoubtedly happy that Millennium ZJZ had hit the 
number one spot in our charts) was beginning work on 
its follow up, Dcutcros. Little did we know then that it 
would be nearly two years before we were to finally see 
the finished game. 

One product that was getting a lot of news at the time 
was Ocean's forthcoming flight sim, F-2? Retaliator. It 
was billed as the flight simulator to 
end all flight simulators, but in fact 
the collection of wee bugcttes left 

in the 'finished* game, didn f i really w\*V*/WmM^& £ 
end much except Ocean's 
credibility! 

And while we're talking about 
credibility, another imminent 
launch to grace our news pages 
was Rainbow Warrior f 
MicroProse's joint project with 
environmental pressure group 
Greenpeace. Some of the 
profits from sales of this game 
were supposed to go towards 
environmental campaigning, 
but nobody at MicroProse 
seemed to be able to put their 
finger on the exact percentage. The final 
product differed from MicroProse's less 
environmentally friendly games in that it was generally 
regarded as a load of old effluent! 

Almost as surprising was the announcement that the 
legendary 8-bit programmer Matthew Smith was alive 
and well and working on 16-bit versions of Manic Miner 
and Jet Set Willy. Manic Miner appeared some time ago - 
and very good it was too - but old JSW has yet to male 
his 16-bit debut. Come on Matthew, where is he? 

Comic Artist Dave Gibbons had been lei loose on an 
Amiga with DPaini* He seemed to enjoy himself, but 
felt that computers were not "subtle enough to 
comfortably produce finished artwork that doesn't look 
like it's been filtered through something." Oh well! 

We rounded off the issue by chatting to veteran 
programmer Andrew Braybrook, who felt it necessary 
to come clean about the whole industry, when he said 
of games design: " h is something of a sad situation that 
good presentation is mandatory to impress publishers 
and professional buyers who often will not actually 
play the game at all and you, yes von. the end-user arc 
the first to discover that there is no gamcplay." Says it 
all really,,, See ya next month! 

• Laurence Scot ford 







THE ONE AUGUST 199 



,.29 




®ne 

NEWS 



Brian Nesbitt takes the train to Birmingham to check out US Gold's line-up 
for the next couple of months. 



EA TURNS 

FULL 

CIRCLE 

ELECTRONIC 
ARTS has sewn 
up a nine- 
product deal 
with Three 
Sixty Inc 
(previous Three 
Sixty products 
have been 
distributed by 
Mindscape). 
The first two 
products will 
be Sands Of 
Fire, a WWII 
North Africa 
tank 
simulation, and 
Armor Alley, an 
action/strategy 
multi-player 
game. Three 
other titles due 
next year 
include Theatre 
Of War 
(strategy). 1992 
Olympics 
Simulation and 
Patriot the 
land-based 
equivalent of 
Harpoon, the 
naval war 
simulation. 




ZOO 

UNVEILS 

GEISHA 

THIS BROWN 

PAPER 

WRAPPER hides 

Geisha, a game 

from French 

publisher 

Tomahawk, 

which its UK 

distributor. 

Electronic Zoo. 

reckons will 

offend the 

delicate 

sensibilities of 

under 18s if it 

goes 

uncovered. 

Apparently, the 

gameplay 

involves 

kidnapping and 

robotic sex 

slaves. Want to 

know more? 

Well, it should 

be out now. for 

£25,99. 



BUNCH OF FIVES 



US GOLD'S LUCKY BAG of 

goodies for autumn includes 
one flight simulation two 
coin-op conversions, the third 
game in a long-running 
driving series and four more 
SSI adventurers combatting 
the legions of evil* 

ANOTHER SIXTY MINUTES 

The flight simulation 
is Lucasfilm's Tlteir 
Finest Hour - Tttc 
Mission Disk. The 
original (released last 
year) was a Battle of 
Britain simulation, 
which sat you in the 
cockpit of a dozen 
different World War 
11 aircraft and threw 
you up into the sky. 
The Mission Disk 
features 23 extra 
scenarios ranging from a suicide 
dogfight to a variety of bombing 
missions. It also contains all the 
planes that you could fly in the 
original (a selection from both 
sides). You won't have to hold 
your breath for long, either - it 
will be released towards the end 
of August for £15.99 

DOUBLE TROUBLE 

The first of Gold's couple of 
coin-op conversions is Mega 
Twins - a CapCom platform 
game with the kind of cutencss 
that would make puppies with 
saucer-sized eyes look like 
Bernard Manning. 

It's set in Alurea, a paradise 
where peace reigned for a 
millennium.-, until 15 years ago, 
that is. A terrible monster 
descended on the region without 
so much as a landing permit, 
destroying everything in its path. 
Having long since forgotten the 
art of war. the Alureans dropped 
like flies: only the King's twin 
baby sons survived. 

Having just conquered spots 
and other hormonal irks, the 
cutesome twosome embark on a 
quest to avenge the massacre of 
their people and set the world to 
rights* Only by getting their 
paws on one object can they 
achieve both - the legendaiy 
gemstone called Dragon Blue 
Eyes. 



This involves a testing six-level 
adventure which takes our 
dynamic duo through magic 
castles and fairytale forests, sees 
them fighting for breath 
underwater (snorkel provided) 
and keeps them in suspense in a 
giant airborne world. Expect to 
see the gooey two bouncing 
around on your machine this 




autumn. 

But that's not all - Mega Twins 
also holds a surprise for students 
of multi-load technology. It 
employs a Dynamic Loading 
System (DLS), which allows the 
next level to be loaded in whilst 
you're playing the present one. 
This isn't a new idea, but it's not 
often used, so give three cheers 
for all concerned. 

THE LAST BATTLE 

Still under development is Final 
Fight, the latest in a long line of 
CapCom beat 'em ups. Its plot 
centres around Haggar, an ex* 
streetfighter turned Mayor of 
Metro City: he thought his biff 
f t\' butt days were behind him, 
until the lawless and brutal Mad 
Gear Gang kidnapped his 
daughter, Jessica. 

You can play one of three 
different roles in the search for 
the helpless female: the mayor 
himself (big, fast and generally 
mean) or one of 
his musdy 
sidekicks, Cody 
(a veteran 
karate champ) 

CURRENT 

DEVELOPMENT 

WORK includes 

Final Fielit (right), 

while Tlirir Finat 

Hour - The 

Mission Disk is 

ready to go. 



or Guy (a Ninja expert). There 
are six levels chock full of beefy 
bad guys to beat up: the slums, 
the subways, the West side, an 
industrial complex, the bay and 
Uptown Metro City. 

Unfortunately everyone from 
the cops downwards is as bent as 
a teaspoon after a session with 
Uri Geller, and you'll come 
across giants, Samurai 
swordsmen and diseased minds 
with names like Brad, Sodom, 
Slash and Abigail Your hand-to- 
hand combat skills incorporate a 
jump kick, roundhouse, head- 
butt, pile drive, flying kick and 
the good old knee to the groin. 
Weapons include a choice of 
pipe, knife, Muramash and 
Masamune. 

The game is being programmed 
right now by Creative Materials, 
whose recent work includes 
Rotox and Operation Harrier. 
Directly responsible for these 
conversions, however, are Mike 
Hutchinson and Richard Alpin, 
who, in previous lives, were 
responsible for Eswat, Line Of 
Fire and Double Dragon II 

RUN THREE 

Just when you thought it was 
safe to cross the street, US Gold 
has announced the third in the 
OutRun series. OutRun Euro/*a. 
Unlike its predecessors, it's not 
based on an eponymous coin-op 
- and that's not all that's 
different. Where OutRun and 
Turbo OutRun gave you a 
couple of fancy cars to zip 
around in, OutRun Europa 
features more modes of transport 
than a train has flanges. 

The action takes you on a 
seven-stage Huropean tour: glide 
over the English Channel on a 
turbo-charged Jet Ski, battle 
bum per- to- bum per with secret 



30 



HE ONE AUGUST 1991 





THE 




NEWS 



FROM GOLD 







MEGA TWINS: from coin-op 
(above) lo conversion* 







agents and terrorists in a 
Porsche 911 and Ferrari F40. 
When the streets get too 
congested, it's time to slip 
on the leathers and zig-zag 
through the traffic on a 
Yamaha GF; and when 
you're tired of two wheels, 
abandon them for a Power Boat 
in a race across the 
Mediterranean. 
The plot is as twisted as the 
courses 
themselves, 
encompassing 
mysterious 
assailants, 
secret files and 
Eurocops by 
the dozen. You 
won't have to 
wait too long 
to discover the 
full story -it's 
due for release 
in September. 

SWORDS AND SORCERERS 

The final game in this fistful of 
autumn goodies is Shadow 
Sorcerer, a traditional Good vs 
Evil tussle and the latest in the 
Dungeons and Dragons saga. 
It's all part of SSI's new, arcade- 
friendly approach to design, and 
is aimed at all those of you who 
don't play strategy adventure 
games because of words like 'hit 
points', reams of statistics and 
crude, minuscule graphics. 

The in-game graphics are the 
most obvious difference; 



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/ 



PAY A FLYING 
VISIT to the 
Continent in 
Olittttltt I UrVfW 



superficially, they resemble the 
approach pioneered by Populous. 
with isometric 3D terrain and 
icon controls. However, there are 
other features to please arcade 
fans. For a start, there's no 
laborious typing of commands - 
everything is point V click 
mouse control, The advantages 
of this are obvious: you can 
indulge in direct combat and 
control each of your quartet of 
characters without so much as 
looking at the keyboard. 

However, the chaps at SSI 
haven't totally forgotten their 
roots: there's a hexagonal grid 
map to aid planning- If strategy 
arcade games appeal to you more 
than a weekend in leather jerkins 
bashing people with plastic 
swords, you won't have long to 
wait - the release is imminent. 




- . I* 

da. & 




SA WHAT THE 




MEV DIIUC AND JOHN TVUIDDY 
(Vivid Image Design) 

Mr. Twiddy is mighty ousy 

at present what with 

programming The First 

Samurai and all that, so 

playing any other cjame 

is out of the question, 

Mev. on the other 

hand, has managed to 

find enough free time 

to pop down to the local arcades 

and battle it out with Final Fight - Mev ju 

apparently his favourite opponent. 




nior is 




SHADOW SORCiiRER. 



ADRIAN SCOTNEY 

{MicroPros*) 

Having finally put F-1 5 II behind him. Adrian 

now has enough spare time to try his hand 

at numerous different games. Railroad 

Tycoon (surprise, surprise) gets his vote as 

the "number one game", but is closely 

followed by Ocean's SirnEarth. In case 

you haven't already guessed it, Adrian is 

into games that require a little thought 

- but surprisingly doesn't like flight 

sims (he quickly points out that he 

enjoyed programming F15-II though)* When his 

computer's taking a breather, young Scotney turns out 

for trie Bristol Pintail league: "I'm Pinball mad," he 

confirms. Most of the league games take place in local 

pubs, but Adrian can put in a Tittle practice at home, 

where he's got a Williams Fire Power table, 

PHIL ALLSOPP & MARTIN KENWR1GHT 
(Digital Image Design) 

Phifmay not be too happy about the news that Sean 

Griffiths has made it 

through Mario's latest 

adventure (see page 23), 

as he too has come 

"very, very close" to 

completing rt: "I've 

made it as far as castle 

seven," he says. Mr 

Kenwright is up to his 

ears in Epic and 

RoboCop 3, but he has stil 

managed to put in a little flight time with Spectrum 

HoloByte's Falcon v3.0 - the reason for this? Simple.,. 

Martin had a hand in producing the original game, so his 

interest was purely professional (oh yean?). 

PAUL OGLESBY & DAMIAN SLEE 
(Nirvana Systems) 

Paul and Damian have spent the last couple of months 

busy with their miniature creation, Elf, so other games 

haven't really been high 

on the list of Nirvana 

priorities. But when they 

nave had a chance to 

wiggle it (just a little 

bit), they've plumped 

for mindless blasting 

with Turrican 2 t a 

little arcade 

adventuring with 

Switchblade 2 and the future 

sports action of Speedbali 2 (is it my imagination or 

do they have a thing about sequels?). 







• More Stars next issue 




THE ONE AUGUST 199 



..31 




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Shape, colour, buttons - what makes a good joystick? And 
what would make the ideal joystick? We conducted our 
own small poll, and just look what we came up with 




THE 




FEATURE 




THE JOYSTICK IS the gamer's 
mosl important tool - if you own 
a computer, a joystick is the 
one peripheral you're most likely to 
buy. QuickShot alone claims to have 
sold 20 million of the plastic gemtets 
worldwide (including 650,000 in the 
UK last year) - and there's certainly 
no shortage of choice. 

These days the average software 
emporium stocks anything from your 
cheapo six quid plastic wrist-crippler 
to the sexy black rib-tickler model 
with egg-timer, Goblin Teasmaid and 
infra-red tacked on. You name it, 
they've got it: yellow ones, blue ones, 
green ones, orange ones, slicks 
shaped like yokes (a plane's steering 
wheel, not the runny bit of an egg), 
sticks shaped like plastic rafts with 
knobs on and sticks without a visible 
stick part at all. 

So what makes a good joystick? 
The shape? The position of the 
suckers? The number of fire buttons 
on top? According to the staff at one 
of London's trendier software stops, 
Software Circus, most customers 
haven't a clue. "They're not 
particularly knowledgeable, so they 
go purely on looks," says a 
spokesperson. Reports 
indicate that they're not 
exactly over-adventurous 
eilher - faced with a whole 
range of sexy new 
numbers, the mosl popular 
model al Software Circus is 
still a plain stick-and-two- 
fire-button model - 
Dynamics' good old 
Competition Pro. 

Even the manufacturers 
aren't absolutely sure. 
Graham Walker, spokesman for 
Bondwell, which makes the ever- 
popular QuickShot range, explains 
that joysticks are sold on the basis of 
packaging, appearance and 



LANDMARKS IN 
JOYSTICK DESIGN 

IN THE BEGINNING there was a Frenchman called 
Robert Esnault-Pelterie (1881-1957). He invented 
the first joystick-shaped control lever in 1906 but 
never registered a patent, so an American firm 
pinched his invention and made it the standard for 
use in countless aeroplanes. When computers came 
along it seemed a natural step to copy the idea. 

Over the years, the gamer's special tool has 
undergone plenty of transformations. Some of them 
made it, lots of them failed - and a few didn't even 
make it that far. Here are a few from each camp... 



advertising rather than in-depth 
market research, and declares his 
patch "the forgotten land of the 
software industry." 
Armed with such encouraging news, 
The One has decided to do a spot of 
independent research. We persuaded 
a few of the top development 'faces' 
(and a few others besides) to reveal 
their innermost joystick desires and 
amalgamated the whole shebang into 
The One's very own customised stick. 
Will it be plain, will it be simple, or will 
it have flashing lights and a vibrating 
shaft? Here's what the experts said. 



WHAT THE 
EXPERTS SAID 



SENSIBLE SOFTWARE 

■ Credits: Wizball, 3D Tennis 

According to SensiSoft there's just 

one problem 

with the good 

old 

conventional 

joystick: it's 

stupid. "You 

know when 

you're playing 

a game and 

you want to 

go up a ladder' 

and you accidentally just push off it 

and die or you want to kick forwards 

and go diagonally for some reason?" 

Erm... yes. "Well, we want a stick that 

can read your mind and would know 

what you meant to do rather than 

what you did - a telepathic joystick. 

Come to think of it, why bother with a 

stick at all: you wouldn't have to 

touch it - you could just think, and it 

would know if you were panicking 

and compensate. It would just adapt 

to your personality." 





FIRST INTRODUCED in 1986. 
the Speedking was 
revolutionary in that it was the 
first truly handheld joystick 
(previous attempts had been 
nothing more than tweaked 
table-top models). The 
combination of comfortable 
ergonomlc design, rapid 
response and hard-wearing 
shaft have seen this little 
beauty remain a favourite ever 
since. The Speedking's 
success can be measured by 
the fact that over the years It's 
been adapted for use on just 
about every conceivable 
games system including Sega 
and Nintendo, 



C3= 




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,■33 




THE 




FEATURE 




MIKE SINGLETON - 

MAELSTROM 

■ Credits; Midwinter, Flames 
Of Freedom 

Mike prefers to fondle a 
contoured slick, preferably 
long and large with a hefty fire- 
butlon on the top and as many 
alternative buttons as you can 
cram on. On the whole, it's 
sensitivity that seduces 
Singleton. "Ideally, joysticks 
should be something more 
complex than simple on/off 
ones, and have a variable 
response - that makes 
things more flexible in 
terms of controlling the 
. gamer An adjustable 
* shaft for personalised 
I tension is also 
I essential, of course. 
And in the future? 
"One lovely thing 
would be if you 
managed to get some 
tactile feedback through 
the joystick so that T let's say, 
you were using it to drive a car. 
you'd actually feel the wheel 
pulling back when you turn a 
corner" 

ERIC MATTHEWS - 
THE BITMAP 

BROTHERS 

■ Credits: Xenon 2, Speedball 

Eric's favourite joystick (a 
Euromax) has 
mlcraswltches and auto- 
centering, but not an 
ergonomic moulded grip, which 
the Bitmaps find a turn-off. The 
shaft should be fairly stiff- 
Adjustable tension isn't 
necessary - if it's right you 
won't need to adjust it. 1 don't 
like auto-fire * it's cheating. In 
fact. I always go out of my way 



For simulated arcade 
waggling, there's a gaggle of 
relatively pricey joyboards 
complete with paddles, stick 
and an infinite variety of 
multicoloured buttons to 
buy* All you need is a big 
bank account, yards of 
uncluttered desk space and 
a game complex enough to 
make it worthwhile having 
all those pretty switches. 



THE ONF AUGUST 






to write software which 
disables it like in Xenon ir 

JEZ SAN -ARGONAUT 

SOFTWARE 

■ Credits: StargHder2 t Birds 
Of Prey 

Fun-loving Jez 
sez: 1 hate 
joysticks. I play all 
my games with 
the mouse." 

JOHN 

TWIDDY- VIVID IMAGE 

DESIGN 

■ Credits: Time Machine, 
Hammertist 

John has a personal 
nightmare. It's an old 
gargantuan joystick, the 
Moonraker 1. "It's got a grip 
that comes off and an aerial 
socket as a connection for a 
whole range of different grips - 
it's enormous/ In general, 

large sticks 
leave Twiddy 
cold: "A stick 
should be 
small rather 
than larger, 
with a short 
bobbly gnp 
for more 
precise 

movement, and buttons on the 
base. I'm left-handed so I want 
corner buttons on both sides/ 

Microswitches, adjustable 
viscosity) and a long lead are 
also on the shopping list. Auto- 
fire is OK by Twiddy - "but only 
if you can stop and start it 
easily by using a button on the 
top; it doesn't work if there's a 
separate switch stuck 
awkwardly on the side." 

And the rest? It would be 
good if you coutd get real 
feedback from the joystick or If 
you could have velocity 




THE JOYPAD. developed for 
games systems like the Sega 
and Nintendo is one of the 
few really successful 
stickless sticks. You either 
love 'em or you hate 'em - 
but even this is more than 
can be said for a whole host 
of less successful stick 
substitutes. Hands up who 
remembers the Porteus Warp 
1, a palm-sized nugget with 
touch-sensitive pads? 



sensing like a mouse. Or how 
about a joystick which moved 
exactly like your hand, so you 
could move a ship across the 
screen directly according to 
your movements - something 
like a glove?* 

MARK McCUBBIN - 

ELDRITCH THE CAT 

■ Credits: Shadow Of the 
Beast Tentacle 

McCubbin isn't Impressed 
by current joystick 
technology: 
"Joysticks in 
general are pretty 
crap," His ideal is _^ 





U 4* 



responsive, stiff 

but adjustable 

and 

microswitched: 

"The closer you 

get to an arcade 

stick, the better." He prefers 

table-top to palm-top action, a 

short stick and no auto-tire. 

GLYN WILLIAMS 

■Credits: Warhead, Air Duel 

Despite current attempts at 
superseding the good old 
joystick with power gloves, and 
yokes, Glyn favours the 
traditional shape. Switch- 
based joysticks aren't his cup 
of tea. "It annoys me thai 
they've been so successful. 
The old BBCs and Apples had 
analogue joysticks - you coutd 
direct them to go a bit to the 
left or a lot to 
the left. With a 
switch stick it T s 
all or nothing/' 
Gimmicks don't 
impress him. 
"I'm continually 
amazed at the 
wacky shapes 
the manufacturers come up 
with for what's basically such a 
simple input interface. Most of 
them are just 
toys." 




THE ONE'! 
IDEAL JOYSTIC 

: Six definable 

micro-switched fire buttons. Nine 

out of 10 stick owners questioned 

said they'd make use of separately! 

programmable fire buttons if theyj 

became standard joystick) 

equipment. Positioning is critical \ 

all six have to be easily accessible! 

lo both left and right handers. 

Short, firm, sturdy 

and constructed from resilient; 

plastic with a strong metal shaft. 

Adjustable shaft tensions range; 

rfrom the ridiculously floppy to the 
unyieldingly stiff. There's an 
alternative contoured grip crowned 
with an additional fire button for 
those who loathe the knobbly 
number. Auto-centering and eight 
microswitches are essential for 
accurale manoeuvring. 
Where 
the game requires it. a flick of the 

I switch transforms your ordinary 
shaft into a fully-functional 3D 
controller. Not only can it be 
manipulated horizontally and 
vertically, it also provides a 
separately manoeuvrable grip for 
extra movement flexibility. 

Ergonomically contoured to fit 
snugly into the palm (though with 
six fire buttons, you're probably 
safer with it on the table). It's not 
too small to be fiddly and not too 
large to weigh your arm down. 
Detachable suction cups for table- 
top manoeuvring - a clamp for 
additional non-slip confidence is an 
optional extra. Lightweight materials 

minimise muscle 
strain, 








WITH THE MASS of joysticks already on the market, manufacturers are 
forced to come up with all sorts of new gimmicks to make a sale. This 
is the Cheetah Tortoise - to zap the nitwits from the Planet Blog all you 
need to do is rock its ecologically attractive shell from side to side. 
Other attempts to attract customers with thematic designs include 
Cheetah's cute black Bug Stick and the discontinued Terminator - a 
hand grenade with a metal stick poking out. Yokes of various shapes 
and sizes have always had a small but dedicated following. 



Remote control receiver 



* 



Headset 



Optional grip 



Remote control 

transmitter 



Adjustable 
tension knob 



Fire buttons (x6) 



3D control switch 



Optional auto fire 



\ 



Removable base 

with 'power suckers'! 




THE 




®ne 

FEATURE 



The Stick is 
available in a variety of 
shades including the ever- 
popular black and red. 
Alternatives include clear 
plastic, several multi- 
coloured models designed 
to blend in with your shell- 
suit and a special silver 
edition for show-offs. 

For cheats only - 
none of the experts wanted 

it. 

Designed to give realistic 
tactile feedback during 
gameplay. Especially 
useful for programmers of 
vehicle simulations and 
shoot 'em ups. Potential 
applications include 
simulated air turbulence, 
recoil when firing and 
increased physical 
resistance when your 
energy runs down. 

No lead is 
necessary. Now you can 
play those games from 
eight or 10 feet away. 
(Binoculars not included.) 

If you suffer from chronic 
lack of co-ordination, why 
not opt for thought control? 
The mind controller comes 
complete with sterilised 
electrodes, conducting 
jelly, emergency fire 
extinguisher and full- 
colour, step-by-step 
instructions. 



Detachable clamp I 



CAN THIS REALLY be the 

future? Division's Virtual 

Reality system allows you to 

Interact with your virtual 

environment using a power 

glove. Nintendo has Its own 

magic mitten which 

Interprets hand movements 

into on-screen commands, 

and a range of other wacky 

controllers. There's a 

lootpad for running games 

or computerised versions of 

Twister and a strange 

contraption known as the U- 

Force which lets you 

shadow-box with shady 

characters on screen. 



Hydraulic motor 




WHY BOTHER WITH A JOYSTICK when you can opt for a full- 
scale arcade-style seat? So far. attempts to create an 
affordable arcade-seat equivalent that will tuck itself happily 
into the corner of the bedroom have met with varying 
success. The Ill-fated Konlx multi-system which was to 
feature a hydraulic chair never made it off the drawing board 
and Sega has Just launched a low-level 

chair control system for the 
MegaDrive. Cheetah has its own 
alternative - a skateboard 
controller designed to work with 
specially-written software. It's 
perfectly simple - Just lean to the 
left to avoid the obstacles and 
kick right to dodge the missiles. 
There's even a built-in hand 
control to let you zap back.. 




THE ONE AUGUST 1991 



.35 




FEATURE 



Imagine you had the chance to come up with a compilation designed just 
for you. We're giving a few people just that opportunity to see what 
they'd come up with. First in the hotseat is Probe's Fergus McGovern. 




Y IDEAL COMPILATIO 



Number 1 1n A Series 




ttwrnhtevymn 



FERGUS McGOVERN HEADS 
Probe SoFtware, the 
company 
responsible for 
the 

i development 
i of some of 




the biggest 
licence and 
coin-op 
conversions 
of all time. 
Teenage Mutant 
Hero Tanks, 
Out Run (and Turbo 
OutRtm) r Golden Axt f S.GI: Chase 
HQ 2 t and Back To Fite Future 3 all 
emanated from one Probe 
keyboard or another, 

Fergus 1 computing career began 
in the early '80s when he joined P 
& P Micro Distribution at its 
outset (P(ete) & P(am) were then 
his next door neighbours!). He 
moved outside the industry for a 
while, then came back in 1985 to 
help publish Escape From Alcatraz 
for his friend Paraskevas 
Paraskeva - this was the birth of 
Probe Software. 

Probe went on to 
publish ManttxmiXt 
Defence 16 (for the 
Commodore 16 computer 
- anyone remember 
thatv) and Basildon Bond, 
before settling down to 
develop games for other 
publishers, beginning 
with Devil *s Crown for 
Mastertronic and 
Metroiross for US Gold. 

As a network of programmers, 
Probe can call on up to 60 
freelancers for its projects. Now 
that his company has made a 
name for itself with coin-op 
conversions, Fergus wants to 
include more original products in 
the Probe catalogue - Virgin's 
recent Supremacy was a good 
example of this slight change of 
direction. 

Probe has also recently moved 
heavily into console 
development* so when The One 
asked Fergus to choose titles for 
his ideal compilation, he selected 
a good mix oF classic oldies and 
newer console-oriented titles, 




SONIC THE HEDGEHOG 

Programmed by; Sega 
Published by: Sega 
Released: 1991 

Scga's game character designed to fend off the 
challenge of Nintendo and the interminable 
Mario, Sonic is an all-running, all-jumping 

hedgehog 
scarring in his 
colourful 
and very fast- 
moving 
platform game 
on the Sega 
MegaDhve. US 
I Gold has the 
es * 9 ™ rights to 
convert the title for computers. 

■'■■...' n 

f mm refuses 

TETRIS 

Programmed by; Alexey 
Paznitnov 

Published by: Infocjrames 
(computer), also Nintendo for the 
Game Boy 
Released; 1988 

A 'sleeper' if ever there was one, Moscow- 

based 
* Pazhitnuv J s 
deceptively 
simple block 
puzzle was 
turned down by 
loads of 

publishers before 
finding a home 
at Mirrorsoft It 
attracted rave 
reviews on its 
Ltial release 
(acclaimed In spile of its minimalist \c approach 

I he gameplay: no fancy graphics, no plot as 
such T just rearrange the falling blocks to score 
points) and became a cult hit - however, it 
wasn't until the release of the Game Boy 
version that it fulfilled its enormous potential 
Its recent 16-bit re-release hasn't fared quite so 
well at the hands of the critics. 
-' that Fm starting to tin 

ANY MARIO GAME 

Programmed by: Nintendo 
Published by: Nintendo 
Released: 
1989 

Nintendo's 

ever-present 

game 




36 



I \ II ONE AUCUSI 1'in | 




character, Mario, is fast b ing world- 
famous in his own right, Th( mo 
iMon the NHS and Su: ijcom, and 
w Mario land on the Game Buy, feature the 
moustachioed hero in slick-moving, addictive 
platform games. 

^flmtthai \ popular enough to spawn 
tattoo * cereal 

and a m oftware publisher has gpi . wrf 

. . . 

DROPZONE 

Programmed by: Archer Maclean 
Published by: US Gold 
Released: 1985 

Arcade game with Or gameplay and 

! let-propelled central character, who leaps and 
; nvL i alien landscapes while blasting away 
he whirling, spinning ahen missiles. Added 
features included having to rescued stranded 
compatriots and collect parts of crystals to 
take home with you. 
*So hot that m | wick melted in my hand and I 
nt three months in an iniensivc ward with thi 
degree bu 

IMPOSSIBLE MISSION 
Programmed by: Chris Grey 
Published by: Epyx/US Gold 
Released: 1985 _ 

Graphic realisation of £5ni<3i 
the central character and 

animation were an 
eye-opener in its day- 
Alt hough based on a 
time-h I theme of ' 

collect, dodge and 
explore, your large, solid 
bodied character moved 
ith realism, and Ioud T 
'echocy' sound effects added hugely ca the 
atmosphere. The sequel, Impossiblt Mission .'. 
•liable on the Kixx budget label 

the lima ttl 

^n^tsmntatieouslvtOi 

Programmed by: Ultimate Play 

the Game 

Published by: Ultimate (also 

Firebird) 

Released: 1984 

This one has gone down in computer folklore 

as a turning point in games development 

Already a highly-respected developer, Ultimate 

combined clearly drawn, chunky graphics 

(using only two colours to avoid ihe dreaded 

Spectrum attribute clash) with a then-novel 

diagonal 3D viewpoint to produce a fast, 

eminently playable. 'collect and explore' arcade 

adventure. The style was much imitated - and 

possibly never surpassed on S-bit machines, 

7 liked th uch f that I took i write 

pub.,, and it bought m 




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FEATURE 



Origin's Strike 
Commander is being 
hailed as an entirely new 
form of entertainment - a 
movie in which you are 
the star. Our man in 
America, 'Crazy' Dave 
Gruisin goes down Texas- 
way for some instant 
feedback and a great pair 
of Cowboy boots... 



EKTERTAINMEKr 




HI THERE. Y'ALL! After the 
exhausting experience of 
the show In Chicago last 
month. I needed some R 'n' R_ 
Time to hit the road,,. Packing a 
toothbrush and a couple of 
'Dead' tapes. I 
strolled Into the 
local Ren t-a- Wreck 
and got myself a 
beat-up '67 red 
Cadillac with the 
best chrome finish 



that's ever hit the highways. 
Where should I go? Heck, who 
can resist a few bottles of thirst- 
quenching Mexican beer and a 
one-on-one with those tough- 
talking Texan types at Origin? 



Many players believe this 
company represents the zenith 
of American gaming Ingenuity* 
So I was surprised to discover 
that the driving force behind the 
legendary Wing Commander \$ 




actually an ex-Brit, Chris 
Roberts. 

Roberts and his team of 20 
programmers, artists and sound 
specialists have been clocking 
up immense amounts of 

overtime on Strike 
Commander. Origin's 
first attempt at an 
authentlc-lsh Right 
simulation. So have 
the likes of MIcroProse 
and SubLogic got 
anything to fear? You 
betcha! 

The trimmings on 
Strike Commander 
would even put a 
Thanksgiving dinner in 
the shade. One quick 
glance out of the 
cockpit is enough to 
tell you that this game 
Is something special. 

Instead of the 
humdrum geometric 
shapes we've all 
become accustomed 
to. your eyeballs are 
treated to life-like terrain and 
the Illusion of 3D graphics with 
true depth. 

This level of visual realism Is 
achieved with ultra-advanced 
software techniques with 
Impressive sounding names 
such as atmospheric hazing, 
fractals, texture-mapping. 
Gouraud-shaded polygonal 

STRIKE COMMANDER'S visual realism Is one of Its ma)or 
[ features* The mlnl-movie sequences were created using a 
sophisticated 3D modelling and rendering package to 
construct an enttre *set\ Mobile objects are then bulh and 
move around the set following a preprogrammed pattern. 
A process called texture -mapping Is used to give planes, 
tanks and buildings that llved-ln look (left). 
The team have also created a natural -looking terrain 
(above tight and top). The lagged coastlines, snow peaks 
and ocean waves are the product of many complex 
graphics routines working together. 
And It's not |ust visually Impressive - the sound wUI be 
|ust as good, with digitised speech and a Full-length 
professionally composed music score. Dana Glover, 
whose work has been heard In movies like Apocalypse 
Wow and RoboCop //• Is composing the original 
soundtrack while ex-Ocean and Sensible Software 
chappie Manln Galway Is Audio Director on the project. 







objects and 3D realtime 
bitmapped Images, In face, 
the graphics are at least a year 
ahead ol the other games I've 
seen recently* 

After the epic space saga of 
Wing Commander, things are a 
little more down to Earth In 
Strike Commander. You take 
the rote of a mercenary pilot In 
a near-future btend of Mad Max 
and Top Gun. The missions are 
more Interactive than those 
found In Wing Commander 
because you have more control 
over key events. If you don't 
like the sound of a mission, you 
needn't buy Into It. 

don't want to make the 
game too Arcadey," confirms 
Roberts, "On the other hand, 
players should be able to have 
some fun with it." He suggests 
Strike Commander will probably 
end up having a super-realistic 
mode for die-hard fllgh(-slm 
fens, while the rest of us can 
get down to some heavy-duty 
blasting. 

Flying a wide variety of aircraft 



PRtPARt FOR MORE OF THE SAME 
... only better! This space combat 
sequel Includes more advanced 
features like dynamic Intelligence, 
digitised speech and new 
spacecraft Including bombers and 
stealth fighters. AH these games 
run best on a PC equipped with 
J 2MHz or (aster microprocessor 
2Mb of RAM. hard drive. 256* 
colour VGA graphics card and 
SoundBlaster or AdLib 
soundboard. For further details call 
European distributor Mlndscape on 
0444 831761. 

during the missions, you move 

on to better machines as your 

skill and the game progress. 

There's also a full choice of 

weapons, limited only by 

the amount of spare 

cash and available 

storage space on 

your bird. With 

heaps of aircraft, 

ranks and 

complexes to 

destroy, you'd 

better start 





saving from the word go. 
Like all recent games 
from Origin, the whole 
thing is pretty much 
like a movie with 
attractive 
animation 
sequences 
revealing the 
story in short 
snippets, 
nteractive 
storytelling Is 
definitely where 
Origin wants to go In 



THE LATEST ULTIMA Includes more subtle attempts 
to recreate a cinematic feel than the awe-Inspiring 
Com mender games. As you wander the lands of 
Britannia, you'll hear rivers flowing, caverns dripping 
and crickets chirping at night. These sound effects 
come from Nenad Vugrinec f a Yugoslavian 
performance artist who has programmed 
synthesisers and sequencers for rock groups. 
With over 10 people working on Ultima VIA It's easy 
to see why the development budget Is pushing one 
million dollars. The Black Gate Is the first chapter of 
Book Three In the worid -renowned Ultima series of 
role-playing adventures. The fantasy realm of 
Britannia Is plagued by an Incurable disease and 
pollution Is laying ecological waste to the land, Your 
job Is to discover who - or what - Is behind It all... 
If you're after a cave caper challenge like Dungeon 
M**tcr combined with the compelling storyline of 
Ultima, Ultima Underworlds Is the game for you. ft 
utilises the 3D graphics technology developed for 
Strike Commander to produce a fantasy worid of 
dungeons, dragons, trolls and treasure* Keep an eye 
out for (he sione walls dripping In oozing slime. 



the future. Roberts believes 
interactive movies are one step 
better than ordinary celluloid 
because you're actually inside' 
them instead of passively 
sitting there watching 
everything like a Peeping Tom. 

"Computer entertainment 
software is charging straight for 
the heart of Hollywood," 
asserts Origin's General 
Manager Fred Schmidt. "Over 
the next five years we'll witness 
the fusion of flinvmaking and 
software development - the 
resulting medium Is going to 
change the face and fabric of 
entertainment as we know It 
today/ Steady on Freddy. I 
haven't even finished 
Lemmings yetl 





THE ONE AUGUST 1991 



39 







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$ne 



FEATURE 



Just after Atari announced the shock decision to kill off its Panther console and just 
before it finally consigned it to the dustbin (taking out all of the useful bits first of course) 
the hardware giant invited The One to its Slough offices to see what might have been. 



BOUNCING 

WILDEBEEST? That's 

right, Mr, Minter's 

affections have 

obviously moved on o 

little since his Llama* 

loving days. Apart 

from pretty animals, 

this oemo shows off 

the Panther's sprite 

handling abilities; no 

matter how many of 

these creatures 

appear on screen, the 

rote of movement 

never slows down. 





THE WAY THAT NEW 
computers and consoles are 
launched usually goes 
something like this: a Few 
vague details are leaked to the 
press, which immediately 
prints all sorts of wild 
speculation as to the 
capabilities and price and so 
on; the next step is to show 
the machine to certain large 
developers (usually behind 
closed doors at one of the big 
computer shows) and then 
finally, the sheet is pulled off a 
shiny new machine at some 
grand launch. After that, 
anything can happen... 

Sometimes the machine 
doesn't appear for months (or 
even years), other times it does 
appear, but looks completely 
different to the machine that 
was proudly unveiled - and 
occasionally it never appears at 
all {who remembers the Konix 
MultiSystem£). 

Atari's Panther console seems 
to have fallen into the last 
category. It was whispered 
about for months, until Atari 
finally made its announcement 
that, yes, it had developed a 
fully working 16-bit console 
and, no f it would never release 
it to the general public. 

Of course, this started the 
rumour machine all over again: 



people speculated that either 
the Panther had run into such 
terrible problems during 
production that Atari decided 
to cut its losses f or that the 
spread of the Sega Genesis 
(a.k.a* MegaDrive) and 
Nintendo Super FamiCom 
prompted Atari to give up the 
race before it had even started, 

Atari, on the other hand, 
claimed that the only reason 
that it was dropping the 
Panther was that it had 
something even flashier up its 
sleeve - enter the Jaguar, an 
all-new 32-bit console which 
the firm is convinced will be 
way ahead of the game when 
it appears next year. 

But what of the original 
machine - did 
it really exists 
Atari said yes... 
and to prove it, 
it invited us 
down to Slough 
to look inside 
the little black 
box which it 
claimed housed 
the circuit 
boards which 
would one day 
have become 
the Panther. 

The heart of 
this machine is 




JEFF MINTER, veteran 

programmer and lover of all 

hairy mammals. 



a three-chip set-up. consisting 
of a Motorola 68000 (running 
at 16Mhz, that's roughly twice 
as fast as your computer!), an 
object processor (nicknamed 
the Panther) and an Ensoniq 
sound processor (called Otis). 

The cleverest of these three - 
and the one that gives the 
machine most of its special 
abilities - is the Panther chip 
itself. This little baby is 
responsible for handling all of 
the graphics operations, 
leaving the main processor free 
to do other, more time- 
intensive work. 

At the simplest level, the 
Panther chip works like a 
sprite generator, talcing sprite 
data from memory and 

writing it to 
the screen, but 
it's also capable 
of doing quite 
a bit more- For 
instance, it can 
perform fast 
memoiy-to- 
memoiy 
transfers (like a 
blitterchipin 
an Amiga or an 
Atari STE), 
which makes it 
capable of 
copying whole 
screens almost 



instantaneously. Sprites and 
background graphics can be 
scaled up or down, flipped, 
rotated, or even skewed at 
ease. 

Although the display 
memory can only 
accommodate a palette of 32 
colours, the Panther is able to 
switch in different palettes 
while the screen is being 
updated (each time a single 
line is scanned in fact), so a 
finished screen could boast 
anything up to 8,384 colours 
from a staggering range of 
262444! 

And if you think that's 
clever, then get this - the 
hardware can simultaneously 
handle up to 83,840 sprites of 
any size... without slowing 
down! 

What about 3D thenv No 
problem, the Panther has a 
sophisticated hardware maths 
capability that allows it to 
have a really good chew on 
those horrendous 3D object 
calculations, once again 
without any noticeable loss of 
speed. 

Soundwise, Atari's Panther 
drowns out everything 
currently on the shelves, 
thanks to Otis, the sound 
processor This little chap is 
the sort of beast you can 



42 



THE OME AUGUST 1991 



»i1 \M 



FEATURE 











THE BLACK BOX which would one day have become the Panther. 




FAR OUT, LONG HAIRED, freaky 
and weird... a finished Panther 
game screen could boast anything 
up to 8,384 colours from a palette 
of 262,144. 

THIS STATIC SCREEN 

SHOT may not look 
that impressive, but 
you should see this 
particular demo in 
motion! The 
asteroids begin as 
tiny sprites in the 
distance, then the 
Panther's sprite- 
scaling abilities are 
put to good effect to 
bring them hurtling 
forwards at a 
phenomenal speed. 



expect to find in very Rash and 
very expensive sampling 
keyboards. It boasts 32 voices 
(in stereo of course}, each of 
which can be filtered and 
shifted with frequency 
interpolation. In plain English 
that means you can get some 
weird stuff out of this thing. 
Each voice also has a looping 



As if all that wasn't enough 
to get the mouth watering, the 
Panther was destined to have 
four digital joystick ports, two 
analogue joystick ports (for 
realistic flight simulation 
controls for instance), and two 
light-gun ports. 

But it's all very well looking 
at black box full of circuit 



programming terms to fiddle 



about with the insides of 
tomorrow's technology. 



capability, allowing samples to I boards... the proof of this 

be played repeatedly, or even j silicon pudding was always 

backwards, and each voice has j going to be in the eating - 

its volume and stereo panning i what we really needed was to 

controlled through software. j see something on screen to 

The Panther has an internal \ show that these chips were 

memory of 32K, which is more | capable of doing all of the 

than ample for use as a 
temporary workspace and 
would have allowed games 
developers to achieve more 
sophisticated effects than is 
possible with most other 
consoles because of their 
restricted variable space. The 



maximum cartridge size is 



things which Atari promised. 
To this end, Atari called upon 
its old friend, champion 
programmer and games guru 
Jeff Minter, to put together a 
i series of short demos to 
\ illustrate each of the machine's 
\ particular good points. This, 
some may think, is something 



16Mb, so we are looking at the | of a strange decision... to as 
possibility of some huge games ; games creator who many 
here. - regard as a 'yesterday's man 



'in 



On reflection, however, it 
I doesn't really seem to be that 
far from the mark - Minter is 
j well known as an all-rounder 
j (taking care of all of his own 
I coding, graphics and sound) 
1 and also a man who's 
genuinely excited by 
technology. This last point, it 
seems, was the most relevant, 
as the hairy one rolled up his 
tie-dyed sleeves and had plenty 
of stuff moving about his 
favourite monitor in time for 
the big show. 

The most immediately 
noticeable aspect of all of these 
demos was the amount 
happening on screen at any 
one time: whether there were 
herds of Wildebeest sweeping 
majestically along the plains in 
front of enormous static 
dinosaurs (I kid you not!) or 
swirls of psychedelic colours 
moving lazily to and fro, there 



I was never anything that could 
| be remotely described as a dull 
j moment. 

Apart from the sheer volume 
| of graphics and sound that this 
i machine can handle, one of the 
| more impressive features 
; thrown up by these little 
i Minter-pieces was the 
I machine's spnte-scaling 
| abilities. 

We're all familiar with the 
I sight of a small on-screen 
j object increasing in size as it 
\ apparently moves towards the 

front of the screen (an art 
I pioneered by Sega coin-ops 
j such as Space Harrier and 
i OutRun) and this isn't the 
( only console capable of pulling 
\ off this little trick - it is, 
i however, the only machine 
j I've seen which can do the 
I same trick in reverse: a sprite 
i can be defined to any size 
j (filling the screen if necessary) 
I and then reduced, by 
j hardware, until it disappears 
I into a dot on the horizon... 
j very clever indeed! 

Ultimately though, these are 
i only tools of the trade for a 
good games designer - and as 
just about everybody knows, 
it's software that sells 
j hardware. 

| Atari is as aware as anyone of 
I this point and had already sent 
I development machines to a 
number of publishers 
(anywhere between six and 13, 
: depending on who's telling the 

; story). Psygnosis, apparently, 
I was ahead of the pack with its 
j conversion of Shadow Of The 
I Beasi when work on the 
Panther was stopped, while 
Domark was believed to have 
been up to its ears in Pit 
Fighter. 

Work on these projects 
stopped immediately when 
Atari pulled the plug and it's 
now absolutely certain that 
this machine will never appear 
in this form. 

This is a genuine pity, as it 
had a great deal to offer in 
terms of hardware - and if 
games designers had been 
given a chance to pick up on 
this it could have resulted in 
some absolutely cracking 
software. 

As it stands, we'll have to 
hope that Atari keeps its word 
and that its Jaguar will be 
getting its claws into us before 
too long. 









THE ONE AUGUST 199 



,■43 





THE 



FEATURE 



The children's adventure programme, Knighimare, is back for a 
fifth series with a 16-bit game from Mindscape. Laurence 
Scotford pulled on his chain mail to investigate. 




nightmare, the ITV adventure series, has already 
heen complemented by an 8-bil game from 
\ctivision. Unfortunately, il wasn't an event that 
anyone cares to remember, least of all Broadsword 
Television, whose high quality product deserved a 
belter reflection than that poor spin-off. 

Mindscape is now redressing the balance by 
producing a lG-bit giimu °' the series, which will not 
only remain faithful to the spirit of the programme, but 
will also (it's hoped!) be highly playable and 
entertaining, The game is being created by veteran 
programmer Tony Oowther. and will be based on his 
award-winning Captive program. 

What made Captive so unusual were the thousands of 
levels randomly generated by the computer following a 
set of rules. For Knighimare, Tony has opted to hand- 
( raft the levels, allowing for a narrative flow and for 
the problem-based nature of the game. 

Each level is divided into four sections. The plavers 
begin in a garden from whirh there 
are four exits, three blocked hy a 
guardian. An object will be needed 
to pass each guardian, and the first 
is (o be found in the unguarded 
section. 

Some similarities with Dungeon 
Master will be noticeable, insofar as 
the four characters in each party 
will gain experience in particular B 
skills like swordsmanship or spell 
I casting. There are three sword 

classes - Gladiator, Ninja. and Adventurer - and three 
spell casting classes - Genie. Wizard, and Priest. Each 
of these uses sword or magic skills in slightly different 
ways. The Priest, for instance, is only used for curing. 

In keeping with the spirit of the series, white many of 
the objects will be medieval in origin, there will also be 
some 20th century stuff thrown in, such as pea- 
shooters, chainsaws and crash helmets. 

While this Is a completely different type of game, 
players of Captive will find that there are some 
elements they'll recognise, such as the use ol water and 
the ability to push certain walls to reveal hidden 
chambers and corridors. The weight-activated switches 
are in there too. as are the breeding points for 
monsters. The difference is that many breeding points 
are now activated by a character 
stepping repeatedly on a pressure 
pad. so if you can find and kill him 
you can permanently disable the 
breeding point. 

Another new feature is the ability to 
communicate with monsters. This 
allows monsters to be involved in 
problems - some of them, for 
instance, will do things for you if you 
bring them the correct objects. 

To help you along there are a 

number of "Help Oracles' set into the L 

dungeon walls. When accessed, these deliver a helpful 

hint from characters such as Treguard and Pickle. 

Other elements from the series that will be strong 

features will be the dragon and lift for transporting 

characters between levels and the 'Bush of Life' for 
resurrecting charai u 

Captive fans will be pleased to know that they can 
enjoy it all again, no) only in Knightmare, but also in 
the forthcoming Captive 2. which will use a completely 
reworked system. 



44. 




AS THIS SHOT SHOWS, the screen format is a little less 
cluttered than Captive, although this version is destined l« be 
redesigned before the final game appears. 



IU 




IN THE DOMAIN OF 
LORD FEAR... 

Knighimare Is the most advanced children's 
programme on television. Crealed in 1987 by 
Norwich -based Broadsword Productions (who also 
created The Satellite Game and Cvberzone - see 
issue 32). il simulates a whole adventure world 
populated by everything from goblins to huge 
dragons. The fifth series of Knightmare is currently 
in production and it looks like being Ihe most exciting one yet. 

At the same time versions of the programme are being broadcast in 
France, Spain, and Holland, with a possible programme for America 
soon. The new series for the UK is a run of 16 programmes, beginning 
on Friday September Glh at 4.30pm, 

The new series features Frightknighl, who has 
become the programme's logo, and a new evil 
being called Lord Fear* There will be ISO 
different locations set in 12 castles, three forests 
and two medieval towns, and there are three 
levels of difficulty, 

CASTING AN 
ILLUSION 

Two other new additions are Ihe 
means of transporting the players 
between levels: a dungeon lifl and a 
huge dragon, holb of which have 
been created using some of the most 
advanced television technology. 



jiii 
i 

Ml| 
USI 

n» 

Rig 

sh 
sh 

u 





THE < (Nl a- | i -,.,, 






one 

FEATURE 



THIS ENCOUNTER with Goblins has already proved fatal lor 
two unsuspecting members of the party. 




&&& 



l lit; HEU ORACIJ: provides 
a useful hinl for survival in 
the dungeon. 



A TRIP IN THE BOAT to 

some ofKnightmare's mora 

exotic sights. 



THE CAPTIVE 3D system really does manage to evoke some 
atmospheric scenes, like this exterior. 



Viewers will see Ihe 
players climb onto Ihe 
back ufa huge dragon 
which then takes off and 
ilies across a variety of 
landscapes. In reality, the 
kids sit in a blue-void in 
studio and the dragon is a model measuring just a few feet long 
wd operated by hidden puppeleers. 
b The illusion is created using an advanced method of 
,uperimposilion called lltimatln. Previously, television companies 
nd two methods of superimposilion, Chroma Key, which 
tponds to the chrominance level of a video signal (the colour), 
id Luma Key. which responds to the luminance level of a video 

tal (the brightness). Ultimatte uses a combination of these 
:liniques. which means, among other things, that it can register 
lows. So when Ihe kid walks down the dragons back, the 
ihadow can be suporimposed on Ihe model as well. 

L'NREAL ENVIRONMENTS 

rbe viewer gets Ihe impression of the players wandering around in 





convincing Medieval towns and castles. 
Of course, the towns and castles don't 
exist, at least not in the studio. In the 
weeks leading up to the series the 
production team photograph a variety of 
authentic locations at real castles and 
open-air museums, in which historically 
valuable buildings are preserved. These 
photographs are then digitised and 
retoloured using the Supernova, a 
sophisticated graphics workstation, this 
is also used to remove any ftirnilure in 
the background shots. 

Real furniture and other objects are then 
placed in the blue void for the players to 
interact with. Interacting with monsters is 
another problem. Sometimes the player 
can share the same void as the monster, 
hut at other limes the monster occupies a 
second void. This is so that the monster 
can be scaled appropriately before being 
superimposed, so a five foot actor may 
come over as a 12 foot giant! 

COMPUTER ANIMATIONS 

The Supernova finds another use in the creation of computer generated 
animations. Fur Ibis series the Blockers (faces that appear from walls) 
have been created this way. and these will be replacing the talking 
doors used in the previous series. 

Because the computer can only run crude animations at eight frames 
per second, each frame is built up and then committed to videotape, so 
that the animation can be played back in detail and at full-speed 
directly from the tape. It takes about three hours to render a complete 
animation to tape- This means thai the player's inleraclion with the 
animation is limited. A possible way round this problem is to use 
laserdisc technology, but at present this technology can't deliver the 
quality needed even for the two minutes that most {(nightmare scenes 
take* 

Applications to play Knightmare can be made by teams with players 
aged between 11 and 14 T but the competition is strong. For this series 
about ti.OUO learns have applied. That's 24,000 kids! 



| 



.45 



sm@@^ 






THIS A^ E ^ES COOV.D 










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vne 

WORK IN 
PROGRESS 



. 

If talk of the ozone layer, rain forests and pollution drives 
you to despair, you might find solace in Gremlin's next 
offering. Kati Hamza takes a lesson in perfection. 



PROJECT 

Utopia 

PUBLISHER 

Gremlin 

AUTHOR 

Graeme Ing (Design, 

Coding) 

Robert Crack (Design 

Bernie (Graphics) 

INITIATED 

September 1 990 

RELEASE 

September 1991 



THIS WORLD 5TINKS. 
Thanks fo decades ol 
mismanagement, we've 
polluted the atmosphere, 
poisoned the fish, destroyed the 
ozone layer ond contaminated 
the soil. But would you have 
done better if you were in 
charge? Gremlin is about to 
offer you the opportunity to find 
out. Utopia entrusts you with a 
brand new planet, a few ready- 
made resources, a handful of 
buildings and a band of 
pioneering colonists; all you've 
got to do is juggle the different 
needs of economics, trade ond 
food production so deftly that 
the colony's quality of life stands 
at a staggering 90 per cent. 
There's just one snag: the 
indigenous alien population 




have a thing about killing 
humans, ond the word peace 
doesn't exist in their language. 

The project is the brainchild of 
tried and tested duo Graeme Ing 
and Robert Crack They'd just 
completed their previous arcade- 
style role-playing epic, BSS Jane 
Seymour, when inspiration 
struck. Ing remembers it well: 
"We were sitting around and it 
just came into our heads. We 
were playing Sim City at the 
time and I thought, This is fun. 



How can we improve on it?'". 
They opted for o more involved 
social model with a bigger 
selection of factors than the 
basic city building element, 
"Once we'd got the initial 
concept, we just kept adding 
more and more layers," 

So what's Utopia got that Sim 
City hasn't? Ing explains; "The 
main thing is comoot. In Sim 
City you only have a few 
random events. Here you've got 
a totally alien\ race which can 



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YOU BEGIN LIFE on your plane! with a small settlement, limited 
industrial development and several thousand Grems (the intergalottic 
ecu). Every stage ol the action is displayed in fully animated 3D and 
the icons give occess to * among others ■ trading, map, financial and 
construction screens. The screen layout has been specifically designed 
for maximum efficiency and ease of use - the symbols ore intended to 
be easy to learn and there's even a selection of blue warning lights to 
warn you of imminent emergencies like power loss and food shorta" 
The hey to success is the percentage rating for QOL, wWch summon 
the quality of your planet'* lift. 



NO PLACE LIKE HOME 

IN THE PERFECT WORLD nobody argues, everybody has access to 
a heated swimming pool and gets to eot exactly what they want 
for tea. Mankind has been obsessed with the concept of ideal 
civilisations for thousands of years, though the actual expression 
'utopia' (a Greek word meaning, 'no place') wasn't coined until 
1516 when Thomas More used it as the title for a political treatise 



THE BIG ORANGE PYRAMID is your Command Centre. Every plonel . 
one, so il pays to guard il well, like a lot of the gano'i feetu. 
functions aren't immediately obvious. You're tuppoterf to learn the ho'd 
way... 



about an imaginary perfect world. In More's Utopia, fashion 
doesn't exist, all religions ore tolerated, everybody gets a good 
education and young people are encouragea to marry into the 
best breeding stock. 

Modern books and films about utopia tend to be less optimistic. 
What they concentrate on is dystopia: visions of miserable futures 
in which attempts at creating a new world order haven't been 
considered or, even worse, nave gone badly wrong. 

In Brave New World, people ore genetically and psychologically 
manipulated into a kind of happiness, dependent on drugs, and 
pleasure machines. In 1984 nobody's happy, but they are all 
forced by Big Brother to pretend thev are. Other fictional recipes 
for dystopia include forbidding childbirth and replacing babies 
with dolls, substituting dogs and cats with chimpanzees and 
pacifying a stultified populace with motorbike battles to the death. 




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YOU PAYS YOUR MONEY and you takes your choice. Colony buildings 
cover all aspects of off-world life. You can build whatever you like • 
hydroponics domes, chemical plants, hospitals, mines, living quarters - 
provided you've got two essential ingredients: manpower and money. 
The skill is In deciding what to build and where fo put il, then making 
sure that the unfriendly natives don't blast It off the fate of your 
world. 



i 



48. T 



HI ( JpsTE AUGUST 1091 






WORK IN 
PROGRESS 



DEW 




allock your city while you're 
constructing it." Then there are 
the obvious graphical differences 
(full isometric 3D rather than a 
plan view, with far more detailed 
surroundings) plus greater 
involvement in the development 
oF buildings, technical research, 
manpower management and 
defence strategy. "There's a layer 



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of trade and a layer of scientific 
research ■ you're constantly 
having to put money into 
developing new weaponry and 
vehicles." 

The differences are more than 
cosmetic. "I don't think the actual 
simulation is as deep as Sim 
City/' admits Ing, "All sorts of 
interesting factors were 
incorporated there. 
Instead, we've gone 
for the fun aspect." 
There's just enough 



THE TRADING SCREEN is 
designed to help you 
make the most of the 
resources at your 
disposal. Ing and 
Crack are well aware 
j that this side ol things 

won't appeal to 
t everybody, so they've 
I created a two-tiered 



simulation to make creating your 
own utopio interesting, but none 
of it is based on the kind of 
serious research that went into 
Maxis' city builder. Utopia's 
economic models come straight 
out of Ing and Crack's 
imagination. "We just worked 
them out. It's common sense 
really. We thought over what a 
colony on a planet would need - 
air and power and food * and 



thrashed oul our own rules that 
work/ 

To make the action as varied 
as possible, they are currently in 
the process of devising 10 
completely different planets, 
each with its own style of terrain 
and indigenous alien 

inhabitanls.The idea is to throw 
you into a whole new world with 
completely new challenges." The 
inspiration for all ihese planets 
comes from a combination of 
books ("It's probably not fair to 
say which ones") and a fertile 
imagination. Currently only the 
first scenario, a Mars look-alike 
with dry, red soil is fully 
implemented. Of the others, only 
a few have actually made it to 






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trailing system. Either 
omputer handles it lor you or you do it yourself. 



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MINUTE 

h ■ 

uii ttu* mop M 
r, there are 
different colour-coded chart* 
providing data on anything 
from ore and fuel depoiiti to 
ens, building* and sprites. 
-alio the only plait 
you'll got a 

rhonslv* view ot enemy 
usually they're lying 
It somewhere around the 
ot your world, waiting to 



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Df SPITE THE COLOSSAL NUMBER ol iiom required just to control the 
game, the lion interlace ittell didn't lake a lot ot working out, a* 
Graeme explain*; "I find I'm always thinking ot the user when I write 
gomes. Nothing annoys me more than a product which is graphically 
good but in which it's difficult tor the player to grasp the control}. 
That'i why from the word go I'm always thinking about making 
everything as en»y as possible to use." 




NO RULER CAN BE EXPECTED to achieve Utopia alone. Wherever you go, 
whatever you do, there ore six latergalactlc experts on hand to provide 
vital information and advice. Each has his or her own area of expertise 
such as colony morale, buildings or research. 



ENEMIES COME IN ALL SHAPES AND SIZES. They're all vicious but exactly 
what they look like depends on which planet you've picked. The aliens 
hove their own specially designed intelligence routines; however, given 
the restrictions of memory, there's a limit to how much can be put In. 
"It's a trade-off really. You can't go completely overboard because the 
more intelligence you put in, the slower the gameplay. You've got to 
balance the two." 



EW 



THE ONE AUGUST |991 



.49 



WORK IN 
PROGRESS 



the planning stage, but os for as 
Gremlin is concerned, the sky's 
the limit, and there'* already talk 
about possible expansion disks. 

For Ing, perfecting the 
programming process is a 
about making lists. "First we 
generated o massive spec. It's 
about 100 pages long ond 
details absolutely everything that 
needs to be done. Then what I 
always da is make a list of every 
single piece of code that needs 
to be written to make that spec, 
possible and work my way 
slowly through the list. Eventually 
it gets shorter/ 

Tneir first priority was to get a 
fully functional map-screen up 
and running. 'We created some 
temporary graphics for the 
buildings ana then I worked on 




A GOOD LEADER knows how lo distribute his manpower. Deploy too 

many technicians in Industrial areas like this on* and you'll be 

overflowing with fuel ond ore but hove no-one left to carry out 

construction and other essential duties. Research, on the other hand, 

Is a valuable investment: there's no obligation to pay for It but 

there's a good chance of gaining valuable devices and buildings it 

you do. 

IT DOESN'T TAKE LONG for a new 

settlement to fall foul of an alien attack 

and if you're not well prepared your 

Utopian community will be replaced 

with mounds of rubble where your 

Utopian community used to be. Combat - 

specially Introduced because of the pace 

it lends to the action * is central to the 

art of creating Utopia and Is likely to 

take op a large part of any eager 

settler's life. Sorting out efficient 

defences is vital from the start: tanks, 

space ships and missiles are directed 

using a marker system * you simply 

position several flags and tell your 

tones which to approach. The key Is 

surveillance and speed. You've got to 

know where the enemy's coming from if 

you want lo survive. 



on, the/ do have the odd 
moment to dream about what 
comes next, "After Seymour, 
Rob ond I decided that doing 
big games is what we like 
most/' says Ing. He is reluctant 
to let the competition in on any 
of his plans, so all he's prepared 
to reveal about his next project 
is that it is going to have a 
strong element of strategy and 
maybe a sprinkling o( magic. 
"It's going to be exactly the sort 



ame 



of 

betigger - a lot bigger." 



i- 



love, ond it's going to 



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ALL UTOPIA'S LANDSCAPES begin life in blocks of DPaint 
graphics which looh something littc this. The starting 
point is a blank map-screen. Then comes the basic 
terrain style, followed by o lew colony buildings bang 
in the centre of the map. The clever part is positioning 
the enemy, usually somewhere around the edge of the 
civilised area* "You want to restrict the movement of 
the alien sprites/' explains Ing, "but not so much that 
they can't reach the colony. What I lend to do is being 
down chunks ot mountain and create gaps between 



- 



sprites to arivuiice 



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all the routines necessary to 
scroll around the world and 
select (hose buildings." Although 
Utopia now boasts Tully scrolling 
isometric 3D (a first (or Ing, 
whose previous works include 
Impressions' Raider and a 
couple of budget games), it was 
originally as flat as a pancake. 
"Halfway through wnat was 
going to be a 2D sim we 
decided it would look a lot better 
with an extra dimension." 

A special map editor designed 
exclusively for the game takes 
the pain out of 3D planning. 
"Basically, all it is is a modified 
version of the game itself with 
the gameplay taken out and all 
the facilities to help us construct 
the scenario maps/ Even so, 
perfecting the isometrics has 



been a major 
undertokinq. "There 
were a lot of problems 
when we switched 
from 2D to 3D. For 
example, the gome 
involves a lot of 
ground vehicles 

moving behind and 
around the buildings 
and that took ages to 
work out. In the end it 
was just a question of 
brute force!" 

5o tar Ing and Crack 
have concentrated on 
perfecting the graphic 
interface: now they have to 
design the remaining planets 
and implement the more 
complex trading and spying 
elements. While all this is going 



*f« 



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9119 



THIS IS THE KIND OF SOCIETY you con only hope to obtain. If you do well, 
keep the enemy away and improve your civilisation's quality of life, 
you can sit back and relax with a smug expression on your face. Thanks 
to you, everybody's enjoying themselves, breathing clean air and 
making mounds of cash. What more could any sell-respecting city 
architect possibly want? 



50. 



IHL ONE AUGUST t<>*M 



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Last month we exposed the plot, the main characters and the first 
level; this month, Gordon Houghton examines the remaining levels 
and finds out exactly how the game is constructed. 



one 

WORK IN 
PROGRESS 




PART THREE 



AND THE FATE OF ATLANTIS 



A 



MONTH IS A LONG TIME 
in a game's development. 
Four weeks ago, ATD had 
only just completed the first level 
of Inay's fourth adventure; now 
it has virtually finished the naval 
base, submarine and island 
levels, and has created the 
majority of the graphics for the 
final (Atlantis) stage. Chris 
Gibbs explains the apparent 
speed: "We've just been 
pocking everything in, but it's 
not all working perfectly yet. We 
have to keep going back and 
tweaking everything to make it 
playable." 

The reason For the rapid 
progress is ATD's own 3D game 
creator, Mapper, which was 
designed specifically for Indy. 
The levels consist of 'blocks' of 
graphics, each 16x16 pixels 
square, which Mapper 
combines to create anything 
from a roulette table to a native 
hut. Each world hos Its own 
unique set of about 150 of these 
building units, making over 700 
in the whole game. 

Designing the blocks takes 
time, portly because Chris has to 
take into consideration what an 
object will look like when 
rotated through the four 
viewpoints the game provides: 
"One side of an object doesn't 
necessarily look the same when 
switched through 90,180 or 
270 degrees." Some (carpet 
tiles, Tor example) are 
unaffected, but objects such as 
gargoyles are more 

complicated. "It's 

Suite fiddly to 
raw them all * 
they re 
graphically ^/ery 
complex, In the 
end it's down to 
how many 

objects we can 
store in memory. 
We began with 
about 255, but 
now it's aver 
300." 



9 » 



PROJECT 

Indiana Jones and The 

Fate of Atlantis - The 
Action Game 

PUBLISHER 

US Gold 



AUTHOR 

PMC/ATD 

Jon Dean (Design, 

Chris Gibbs (Design, 

Graphics) 

Fred Gill (Design 1 

Jon Steele 




INDY'S ACTION GAME began at a design 
document from ATD lo luiosfilm. After some 
tweaking, thii was converted info rough 
mops of each level on paper; however, most 
of f he spade-work has been carried out on 
the K, as Chris Gibbs eiplalns: 
hard trying fo visualise il an paper." After 
designing all the graphic blocks using ATD's 
own art package, Chris loads them Into 
Mapper and constructs the levels by 
combining the blocks to create objects and 
well*. The finished result looks something 
like this ■ a cross-section of the barracks In 
the envoi base. 



these components ore 



Alter 
loaded into Mapper, a few 
rough sketches of o level 



are 
on paper before the 

process beams in earnest 



made 

design ( 

on the team's PC The first task is 

lo define the size of o room; 

after that they use the blocks to 



build up the world as they like: 
"Once you've got your design, 
putting it into operation is quite 
easy. Unfortunately, that's when 
all the faults start showing up, so 
there's still plenty to do to make 
it o game/ For one thing, 
objects hove to be given 



HIE 



IllIUElllll 



BETWEEN LEVEL5 two and 
three there's an 
intermediate stage, which is 
played against the dock. 
Indy and Sophia have to 
scramble aboard the 
German submarine before it 
leaves the docks ■ otherwise 
the game is over. The 
objective is to grab hold of 
a moving pulley and drop 
onto the sub as you pass 
over it. Because there are 
no shadows in the game, 
it's not quite as easy as you 
might think. 




THE MAIN AIM on each of the four 
Greek islands is to find a way 
past the guardians to the 
gateway to Atlantis. If you 
haven't already discovered which 
islund lies above the 
underground world, things could 
get sticky, as Fred Gill explains: 
"This is where your enemies 
begin lo gang up on you; they 
also start throwing combination 
punches which can drain huge 
amounts of energy." 



THt c JNi: AUGUST 1**9 



-53 



WORK IN 

PROGRESS 



HHHHHMII 



attributes which determine how 
they behave - for example, the 
program needs to be told thai 
Indy can'! walk through a chair, 
or that some walls disappear 
when your character walks 
behind them. 

Chris points out that, since the 
action is relatively simple, 
they don't neea a vast 
number of these 
parameters, but there 
are some commands 
without which the 
game couldn't (unction: 
"For example, when you 
reach the top of a 
stairway, you need to 
trigger the next floor, 
and when you reach 
the exit, you need to 
instruct the program to 
access the next stage." 
Once Chris and Fred are 
satisfied that a level has been 
sufficiently debugged, th 
design is — 
passed onto j 
Jon Steele, 
who converts 
it to the 
relevant 
machine. 

One aspect 
which is far 
from finalised 
is the sound, 
as Chris 

explains: The 
i n - g a m e 
music is 

coming 
directly from 
Lucasril m , 
and we won't make a decision 
on the effects until we've 
received that/' At the moment, 
there are almost a dozen basic 
noises, but plenty more are 
planned: "Ideally, we wont a 
separate sound effect for most of 
the actions." 





EVEN THE MINOR CHARACTERS art 
imprtsthrtly anlm«t*4: KtrMf, a 
Hail agent who wandtri around 
th* submarine In a trench coal, 
uses 31 animation frames. All the 
sprites have been programmed 
along similar lines: *Tfcoy fellow 
fixed but random paths, and if you 
enter their 'hot' xo*a. Ibis 
eNec tively meant that they see 
you. As the laved go an, the 
ferocity of their attack Increatof, 
and come will nltaih In pain/' 



IN LINE WITH current 
archaeological theory, much of the 
Atlantean architecture Is based on 
Mlnoan art, with Its widespread 
images of bulls * Chris gained 
much of Ms inspiration from 
reference books. These are 
just some of the blocks 
which he created for the 
final level, including 
gargoyles (the bull's 
head), hanging boskets, 
cracked floor tiles, 
statues and column 
supports. 




THE MAKING OF A LEGEND 

ATLANTIS WAS FIRST DESCRIBED by Plato in two of his 
philosophical dialogues, Timaeus and Critias. He tells of o decadent 
city that fell from Poseidon's favour long before it sank into the sea. 
Some sources place it in the middle of the Atlantic Ocean, but more 
recent opinion has settled on the Eastern Mediterranean. Current 
archaeological theorists believe that it was the centre of the former 
Minoan island of Stranghyle (Santorini), which collapsed after 
catastrophic volcanic action in 1 500 BC. It has been the subject of 
at leost one television series [The Man from Atlantis) ond a 1977 
film. Warlords of Atlantis, starring Doug McClure. 



THI 

INFORMATION 
MNIL has yot 
to bo finding 
slnco nofthor 
ATD * or 
LiHflsfllm ore 
hippy with 
whit th*y ' v. 
got jo far. 
Homvtr, 
everyone H 
pleased with 

the 16-iolour 3D graphics: "We've spent m lot ef time 
adding detail to make them look authentic, end we've 
aimed to achieve a totally different look an every level 
using the same 3D engine." Whereas the first two 
stagas had plenty ol wide-open spaces, th* submarine 
is parked with doori and tubes. 





LEVEL HEADED 

BUT WHAT ABOUT THE OTHER LEVELS? lost month's instalment revealed o few bare details about the 
first stage (the casino). After that, Indy finds himself outside o Nazi naval base, hounded by spotlights 
and about to confront massed hordes of Nazi engineers armed with lead piping. 

ATD has tried to make each level radically different - in terms of layout as well as graphics * so it's 
not surprising that, where the casino stage nod several floors, the naval base is virtually all on one 
level. This gives the impression of a much greater area to explore without using up any more memory* 
However, because the buildings in the camp are tightly packed together, you also have to change the 
viewpoints more often - "it's like an added level of difficulty/ For puzxle tans, the noval base marks the 
start of more complex problems; for example, you need to crock a code before you can enter the next 
stage. 

the design differences are obvious again when Indy ond Sophia scramble aboard the Nazi 
submarine in the third level. This is effectively only one 'room' wide, but there are also several floors 
and a maze of narrow passageways. There's also a time limit: the Nazis have rumbled your escape 
and planted a bomb. This gives you two missions: defusing the bomb before it explodes and setting 
sub on a course for Atlantis. 



setting the 







THIS ENLARGED SPRITE shows the 
stippling *ffe<t used to give an 
impression ot gloominess outside 
the naval base. Both Indy and 
Sophia have to negotiate the 
spotlights to enter the tamp - If 
they are (ought in the glare, they 
lose energy. 



you 

since 

people, Indy is comparatively easier: "We're not trying to make it super-hard; we'd rather see peopl 

get through it and see everything that it has to offer. You should be coming back to play it again ond 

again. 

Atlantis lies beneath one of a quartet of Greek islands * and unless you've discovered a clue on one 
of the previous stages, you don't know which one. What's worse, the islands are all virtually the same, 
as is the mission on each: you have to slip past a group of natives who are guarding what may, or may 
not, be the entrance to the underground world. 

When you do stumble on the right gateway, you enter the final level. This is the most difficult of all, 
with death-defying leaps, yawning chasms, Atlantean machines built of rock and bronze, and swarms 
of gruesome opponents. Worse still, Atlantis is constructed of an outer and an inner sanctum: how Indy 
gets from one to the other and then gets out again alive will prove to be his most taxing test so far— 






54 



n it: ONE AUGUST I MM I 







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®ne 

WORK IN 
PROGRESS 



In the second of a two-part preview, Kati Hamza takes 
Core Design's first flight sim from polygons to play- 
testing. 









PROJECT 

Thunderhawk 

PUBUSHER 

Core Design 

AUTHOR 

Mac (Coding) 

Simon Phipps (Design) 

Jason Gee (Graphics 

Bob Churchill (Map 

Design) 

Mark Price (Object 

Design 



INITIATED 

January 1991 

RELEASE 

August 




THERE'S MUCH MORE TO THESE 

LANDSCAPES than a f.w straight 

rivers and road*. "We want It to 

be as natural ai possible, so It 

actually (eels like you're flying 

through a real landscape rather 

than some mass of abstract, 

green polygons." 



GRAPHIC 



THE STORY SO 
FAR... 

INSPIRED BY THE SIMULTANEOUS 

arrival of Dr Brains (Mark 'Mac' 

Avery) and his all-singing, all* 

dancing 3D engine. Core Design is 

navigating the tear-filled skies of 

helicopter simulation for the very 

first time* 

Having spent the last six months 

intensively streamlining Mac's 

engine, creating objects and 

planning the mission maps. It 

looks like the fictional AH-73M 

Thunderhawk may finally be ready 

to roll-.. 




COMPLETING A CAMPAIGN is all about consistency. 
You must achieve a mission success rale of at 
least 50 per <eni or you and your Thunderhawk 
go out on your ear. The secret Is to fly low * once 
you pass 200 feet you're high enough for the 
enemy radari to spot and the airborne 
equivalent of a sitting duck. 




IT'S ALL GO IN DERBY. With 
most of the programming 
spade-work behind ihem, the 
Thunderhawk team is finally tree 
to concentrate on implementing 
the mission maps and buckling 
down to some serious play- 
testing. And in a game like this, 
as designer Simon Phipps 
explains, getting the difficulty 
setting absolutely right is vital. 
"One of the things we're trying 
to stress about Thunderhawk is 
that it's not strictly a simulation. 
We really want to interest some 
of the people who would 
normally be playing o shoot 'em 
up, so we need to hit that middle 
ground. Everybody should find it 
easy to gel involved/' 

Achieving this happy medium 
is easier said tnan done, 
especially when you've got the 



'techie' reputation of most flight 
sims to contend with* "With a 
simulation/ insists Phipps, 
"you're going to get it into your 
head that it's difficult because 
you have to learn to master the 
controls. There's o very fine line 
between getting it right and 
getting it wrong/ 
Ana just to make sure they 



don't aet it wrong, 
virtually everyone 




1 



SINCE LAST MONTH in-game graphics, which were formerly the 
responsibility of Jerr O'Connell, hove passed into the capable hands of 
Jason Gee, 1990 Animator Of The Year and the artist responsible for 
the much-applauded title graphics for Frenetik. 

Jason, whose plans may involve scrapping most of the presentation 
graphics shown last month, is quietly modest about what he's plannii 
to achieve. "It's going to blow everything away that's ever been done. 
It'll hove some of the smoothest animation and be the biggest inlro 
ever. It's just going to be brilliant, that's all I can soy/' 

Jason, who describes himself as a lonesome, halKalrfomian Gemini in 
need of a girlfriend, has about three weeks to finish the project ■ and he 
hasn't even decided on a Thunderhawk style as yet. 

"Frenetik was a realistic, highly-detailed, cinema-esque thing. You 
couldn't tell whether it was digitised or hand-drawn. In Thunderhawk I 
might jusl go for a carloony feel * something that gets awny from the 
military tone of the game/ Whatever he does, it won't be digitised, 
"Digitising is just like a big rip-oft. I'll completely hand-draw something 
before I do anything else. 



t is tested on 
n the office, 
"Mac produces a couple of disks 
and we chuck them round the 
place. Everybody has a go, from 
Jeremy [Smith, Core's managing 
director] all the way up to the 
super-players who complete 
whole MegaDrive games in half 
a day/' 

The chief requirement for play- 
testing is, of course, stamina. 
"We just keep going at it until we 
feel we can guarantee it's right/ 
And that doesn't just mean 
playing the game right through to 
the end - testing something really 
thoroughly involves acting as 
idiotically as you possibly can. 
"It's always the really stupid 
things that show up the bugs." 

All this hard work has certainly 
been worthwhile, throwing up the 
need for one or two changes. 
Mac is already planning a Tew 
alterations to enemy intelligence, 
missile accuracy and firing rates, 
but the biggest innovation they 
have made is a new pre- 
campaign test-level 

"At the moment, if you're not 
too sure what you're doing, you 
fly into your mission and in 30 
seconds, you've got the seven 
bells of whatsit kicked out of you. 
We don't want to lose anybody 



THE BRAINS AT CORE describe 
Thunderhawk at a team project, 
especially when It comes to play- 
testing and coming up with those 
action-packed campaign ideas. 
"We just sit down and bounce 
ideas off each other." Here (from 
right to left) Simon Phipps, Mark 
Price and PC programmer Sean 
Dunlevy gather around as Mac 
demonstrates his keyboard 
skills. 

TIME FOR A 
QUICK GRIN at 
the camera as 
Simon Phipps 
contemplates 
the huge play- 
testing task 
ahead* Before 
Thunderhawk 
hits 

completion 
date he'll have to check that 
mission text and maps actually 
tally, that there are no really 
difficult blaekspots, and all mid- 
mission hiccups are lifted out. 
"It's all about tweaking, 
adjusting, messing about and 
tidying up/' 

by making things too difficult at 
the start, ne explains. 
Thanks to the beginner's level 




i 



56 



HI DNE AUGUST 1991 




THE 




WORK IN 
PROGRESS 



THANKS TO A BIT 

OF CONCENTRATED 

GRAFT, the 

weapons selection 

screen has now 

been 

implemented, 

though whether 

fhe graphics will 

stay this way Is 

up to Jason Gee. 

Your armoury 

includes anything 

and everything from heat-seeking missiles to cluster bombs. 



THINGS START LOOKING SERIOUSLY DICEY as Thunderhawk attempts to cope with the 

newly implemented Campaign Number One. The location is Eastern Europe, and the 

pre-glasnost mission is typical of the kind of Involved storylines Phipps and co* are 

striving to create. Rescuing a Russian scientist on a brief visit to the West is more 

than a quick trip into the danger area and a quick trip out. Instead you've got to 

create a diversion, allow the egghead to escape by road, and carry out all sorts of 

complex manoeuvres when he gets captured and things go badly wrong. 




you'll be able to practice Dying 
and Firing, smug in the 
knowledge of your own 
invulnerability. There may even 
be radio messages, relaying 
vital information on the quality 
of your performance and the 
likelihood of your success in a 
real combat situation. 

Meanwhile, all the other 
elements of the project are 
slowly storting to come together. 
They haven't yet decided who's 
aoing to do the sound, and 
mere's still plenty of work to be 
done on the campaign 
implementation and the 
graphics, but the end is 
definitely in sight. Even Mac, 
who insisls that the whole thing 
has been a breeze from the 
start, is allowing himself the odd 
moment of quiet confidence; "It's 
all going according to plan and 



ENEMIES COME IN ALL 
SHAPES AND SIZES, 

depending on the 
location of your 
particular campaign. 
Most areas are armed 
with SAM and radar 
sites and you should 
be prepared to 
encounter anything 
from planes and 
choppers to 
submarines and 
tankst 



MISSION IMPOSSIBLE? 



m 



very please 



d with it" 




THE THUNDERHAWK COMES 
EQUIPPED with infrared and 
image-Intensifier for daredevil 
night-time flying. The landscape is 
so detailed you can actually see 
the lights come on In all the 
houses as the sun sets * and 
should you bomb the power plant, 
you'd even see them go out! 



BACK IN THE DAYS when 
Thunderhawk wasn't much more than 
an electrical impulse In Mac's giant 
brain, the plan was to organise the 
sim in the conventional way around 
a long list of 60 one-off missions. 
Then the design team had a 
brainstorm: "We didn't just want to 
go in, kick ass and bring the 
uerillas out, ^0 we expanded the 
'hole idea and decided on six 10* 
mission campaigns with a definite 
objective and a strong storyline," 
explains Simon Phipps. 

In the interests of variety, each 
campaign is set in a suitably exotic 
location each with its own particular 
problems. In Alaska, for example, 
the only way to take out the 
submarines is to drop bombs through 
specific openings in the Ice floe, 
while in one eastern European 



mission, success depends on your 
ability to weave your way through a 
dangerous, convoluted mountain 
range* 

Action is always the main priority. 
"One of the worst things that we've 
found from playing sims ourselves Is 
that you spend a lot of time flying 
between your home base and the 
target." They've got around this 
difficulty by creating a fairly large 
campaign area and dividing it into 
concentrated individual mission 
terrains stuffed full of tanks, ground 
targets and airborne enemies. 
"Instead of the usual large map with 
lots of scattered objects, we've 
opted for a large map with clusters 
of objects. The smaller areas are a 
lot more Interesting and visually 
appealing - and you've got plenty of 
targets to aim at." 



THE ONF AUGUST 1991 



57 



ISSUE 8 JULY/AUGUST 1991 £1.95 






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THE 




REVIEW 




OUR UNIQUE REVIEW FORMAT is 
designed to provide you with 
essential buying information clearly 
and concisely. Following the reviewers' 
comments, the games are left to speak for 
themselves. Relevant screenshots illustrate 
the game's features, while the ratings, price, 
and release date are encapsulated in an 
easy-to-digest form. What more could you 
possibly ask for? An explanation? Okay... 



* 

C 



Jl or 



GRAPHICS 

Not necessarily a measure of how colourful or 
well drawn Ihey are, but how well they are used. 

SOUND 

Once again, this isn't a reflection of quantity, At 
or indeed quality, but of how well it fits in, gft 

, DURABILITY 

' t*r . A reflection o! lasting interest - how much game 
- / - you get for your cash. 

PLAYABILny 

The big one - how does the game feel - 
addictive or just uninteresting? 

OVERALL 

A useful point of reference - a summary of the 
preceding ratings. 



4 



WHAT'S TICKLING THE TEAM? 



CIARAN BRENNAN 

Ever the diplomat (some might 
say creep), sinco the Ed went lo 
Romlord to meet Jimmy While 
at the press launch of Jimmy 
White's Whirlwind Snooker, he's 
played virtually nothing else. 
Apart from that, he's been 
running around like a blue-a*~ed 
fly trying to get pages cleared on 
lime and software in for review. 
Who'd be an editor, eh? 

LAURENCE 
SCOTFORD 

Scotty hasn't had a great deal of 
time for games, due to spending 
time up at Anglia Television 
studios and on-stage in The 
Poor School's production of 
Road (apparently ho gets his 
bottom out on stage, the cheeky 
chappie). 

BRIAN NESBITT 

Hurrah! Bri's brother recently 
took a month-long trip to the 
Bahamas (lucky blighter) and 



turned over possession of his 
ST. Consequently, Nessy has 
hardly been seen as he delights 
himself in the pleasures of 
Speedball 2, The Secret Of 
Monkey Island and the 3D 
Construction Kit (and no. he 
can't enter the competition on 
page 78). 

PAUL PRESLEY 

The in-depth reviewer that likes 
his games the same way. The 
impressive Midwinter 2 has 
been taking up most of his spare 
playing time, although he still 
manages to get in a quick sortie 
of Switchblade wherever 
possible (we think those 
Player's Guides are getting to 
him). 

JOOLS WATSHAM 

Jools has been getting a bit high 
and mighty just now due to 
some extensive time with the 
Bitmaps 1 Gods, Thankfully, the 
Ed's been constantly 

ughtenng him at Kick Off, just 



ST 



GAMES 



AUGUST 1991 




CRUISE FOR A 
CORPSE 

Delphine 

JIMMY WHITE'S 

WHIRLWIND 

SNOOKER 

Virgin Games 



Cruise for a Corpse 




* 




MAUPITI ISLAND 

Lankhor 



• 



Jimmy White's Whirlwind 
5nooker 



EXILE 

Audiogenic 





Exile 



SWAP 

Microids 



THUNDERJAWS 

Domark 




BILLIARDS II 

SIMULATOR 

Infogrames 




THE ONE AUGUST 1 99 



,■59 



k 



THE 




®ne 

REVIEW 



Agatha Christie, P.D. James, Raymond Chandler and... Paul Cuisset? 
Delphine adds its name to the list of airport lounge novelists 
everywhere with an adventurous 'whodunnit' 




CRUISE 

FOR A 

CORPSE 

Delphine 



PRICE 

£25.99 

OUT 

NOW 

GRAPHICS 
SOUND 

DURABILITY 




PLAYABILITY 




OVERALL 






PARIS, 1920. A strange letter invites 
you for a cruise... 




THE 1920'S WERE OBVIOUSLY A TRICKY TIME to 
be alive. The amount of murders that took 
place in English villages, country manors, on 
board liners and so on was so great that even the 
idea that a sleuth such as Miss Marple was paying a 
town a visit would lead to all the townsfolk 
evacuating for fear that they'd be the next victim. 

You are Inspector Raoul Dussentier, one such 
detective, recently invited aboard the Karaboudjan, 
a luxury yacht belonging to the millionaire Niklos 
Karaboudjan. Of course, no sooner have you set sail 
than a frantic deckhand races up to you claiming 
that Niklos is dead. Since you're already at sea, it 
means that the killer is still aboard (see the 'One of 
you here is... the murderer!' panel). Looks like your 
holiday has just been cut short. 



._ a cruise thai turns sour when your host 
Is murdered! 





INNOVATIONS 

THE CINEMATIQUE SYSTEM has 
undergone many changes since 
Operation Stealth, both technically 
and cosmetically. The three main 
differences are: 

THE STORYLINE 

A major change of style for the 
Cinematique system is the completely 
non-linear storyline. After the animated 
introduction, you are then on your own, 
free to conduct the investigation as you 
see fit. Almost every location is open to 
inspection right from the start (finding 
the necessary keys is the only hindrance 
to exploration) and can be travelled to in 
two ways, by physically walking around 
the decks or by calling up the ship's deck 
ptan and clicking on the relevant location. 






CAN YOU WORK out who the killer is before the yacht pulls 
into portf 



THE 
INTERFACE 

Another change of 
pace is the use of 
appropriate verbs 
for each situation. 
Cruise has a 
database of around 
200 verbs, the most 
applicable of which 
are chosen every 
time an object or 




i 



1 ML ONE AUGUST 199 1 




person Is selected. For 
example, clicking on a 
bottle would offer three 
verbs: Take, Examine and 
Open. Opening the bottle 
would then offer: Take, 
Examine, Close and Drink. 
The same system applies 
to conversations. As clues 
are gathered, information 
is received or scenes are 
witnessed, they are added 
to the list of things Raoul 
can question suspects 
about. 



■ r E 


liter* 






1 

i 








THE GRAPHICS 

Two types of graphics are used 
throughout Cruise, polygons 
and bitmaps. For the most 
part, what you see is 
bitmapped artwork, 

backgrounds, objects etc. 

However, when something is 
animated (e.g. a walking Raoul 
or a door opening), polygons 
are used with a bitmapped 
picture on the final frame. 

The use of polygons has 
enabled all sorts of 'special 
effects' to be employed, such 
as the now-infamous walking 
towards the camera along the 
deck scene. 



®ne 

RFVIEW 



ONE OF YOU 
HERE IS... 
THE 
MURDERER! 

THE CHARACTERS 
ON BOARD the 
not-so-good ship 
Karaboudjan (five 
of whom are 
pictured below) 
play a most 
important part in 
the game. Each 
has his or her 
own dark and 
dirty background 
that becomes 
more and more 
apparent as time 
goes on and clues 
are unearthed. 







Daphru* K«iraboudj;m. 




Kebccca Karaboudjan. 




Thoraat Logan, 




II it- t )^r AUGUST l^u 




®ne 

REVIEW 






GREAT 
[WHODUNNITS 
OF OUR TIME 



" 



n_j 



MURDER ON THE 
MISSISSIPPI 
US Gold 

Very similar to Cruise far 
A Corpse, in that a 
famous detective is 
trapped on board a 
itearnboat. attempting to 



find a murderer, A really 
nice package with great 
animations and sound 
(for a C64) and a 
marvellous sense of 
humour* 

THE DETECTIVE 
US Gold 

A light-hearted mystery, 
set in an old mansion 
with the usual oddball 
assortment of suspects. 
The characters were all 
completely over the top 
and the atmosphere was 
soclich£d it verged on 
the ridiculous. 



SUSPECT 
InfocciM 

One of the all-time 
greats, you not only have 
to find the killer, but also 
prove your innocence. A 
puest at a fancy dress ball 
is murdered with an item 
from your costume and 
you only have a short 
time before the potice 
arrive and declare an 
open and shut case. 

THE COLONEL'S BEQUEST 
Sierra 

The usual fare from 



Sierra. You play the part 
of Laura Sow, a 1920s 
student and amateur 
Agatha Christie, invited 
to a friend's mansion for 
the weekend. While 
there, the Colonel of the 
title bequeaths his 
millions to his family, 
along with the immortal 
words: "Should any of 
you die before I do. your 
share will be divider/ 
between the surviving 
parties." Understandably, 
it's not long before family 
members start dropping 
like flies. 



KILLED UNTIL DEAD 
US Gold 
One of the finest 
computer whodunnits. If 
The Detective was over 
the top, Killed Until Dead 
was over the top and 
right down the other 
side. A collection of 
'famous' detectives 
gather for an annual 
celebration. You play the 
part of a Poirot rip-off as 
you go around bugging 
rooms and listening in on 
conversations, trying to 
solve the dozens of 
murders that take place. 




QUESTIONING SUSPECTS is a lengthy, 
but often rewarding activity and is 
essential for working out exactly what's 
happening. 



WHEN AN IMPORTANT due is 
uncovered, you arc treated to a black and 
white flashback sequence. 




AMONGST THE CLEVER graphical 
effects which Cruise uses is the close-up. 
This all adds to the film-like quality* 



CLUES DONT JUST come in the verbal 
manner. There are plenty of objects on 
board to help you put iwo <ind two 
together. 



SO. WHAT'S NEXT FROM THE BOYS FROM FRANCE? Well, apart from a 

ery possible CDTV/CD-HOM versions of Cruise For A Corpse, a 
- long holiday is top of Paul Cuisset's list (the poor lad. 
pictured left, has worked non-stop for over 35 seven- 
day weeks in order to get Cruise finished!). Next up is a 
licence from a popular French comic book called 
Moebtus. the stories of a powerful warrior and his 
adventures through a strange land. The comic book has 
some of the most incredible Illustrations that we've 
seen and with Delphine's past record on the graphics 
I and gameplay fronts, it promises great things. After 
that, f 
team 
begin 
work i 
US Golds 
Godfather - The Adven 
Game. This is currently 
confined firmly to the 
drawing board as the 
release is not due until 
early next year. Work h 
already begun, howeve 
US Gold's own action g; 
(right) which could see 
light of day as early as 
November. 



THERE'S NO DOUBT that Cruise 
For A Corpse has become one of 
the most hyped games of 1991. 
Magazines have been falling over 
each other for months trying to 
get news, previews and reviews 
of 'official' versions of the 
seemingly eternally-delayed 
French masterpiece. But it's 
finally made it and - in quite a 
number of ways - it manages to 
live up to the hype. Where it falls 
down (and what's possibly its only 
drawback) is in one of its newest features. 
The freedom to explore and conduct 
things in a completely non-linear fashion, 
makes it particularly tough for novice 
adventurers more used to the steady 
progressions that came in Future Wars 
and Operation Stealth. Graphically and 
audibly it has topped both of its 
predecessors and the interface works so 
well that you 
hardly notice it. 
The story seems 
to have been 
given the most 
care. The plots 
and sub-plots that 



Tougher 

than 

Operation 

Stealth, 

emerge, the but HO leSS 

relationships that j m D TC SS I Ve 
are uncovered 

and the way things just tie together, it's 
all worthy of any two-hour Inspector 
Morse drama. Cruise is a mixed-bag, the 
high-level of difficulty will either keep 
you perplexed for days or turn you off 
within an hour (there is a cleverly built-in 
Help function, offering clues, and nudging 
you in the right direction if you're not 
making a lot of progress). Technically it's 
as impressive as ever - just when you 
think other companies have come up with 
all the answers, Delphine seems to change 
the questions. In all, if you fancy trying 
your hand at a real brain-taxer. Cruise is 
your game. 



PAUL PRESLEY 



62. 



HI (JNI AUGUST 1991 






&vfrit*l "HontA £td. 



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A 16-Bit 




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®ne 

REVIEW 



Pot the red and screw back, for the green, brown, blue, pink 

and black. Snooker loopy, nuts are we - and so is Archer MacLean. 



JIMMY 

WHITE'S 

WHIRLWIND 

SNOOKER 

Virgin 

PRICE 

£24.99 

OUT 

EARLY 
SEPTEMBER 



GRAPHICS 







WHY ANYONE WOULD want to 
sit down and watch a televised 
snooker match is beyond me. 
I'm sorry, but sitting in front of a 
small screen, watching two 
grown (or in Stephen Hendry's 
case pre-pubescent) men 
walking around a green table, 
hitting balls with a stick, for 
hours on end (especially 
when it means dropping 
Twin Peaks for three weeks) 
is not my idea of fun. 

Actually playing snooker, 
on the other hand, is a great 
way of passing an hour or 
two. But who has either the 
space or the cash to have a 
table in their living room? 
Jimmy White's Whirlwind 
Snooker may solve that little 
problem. We were well impressed 
with this one back in Issue 26 when we 
first looked at it and talked to its author 
Archer MacLean (he of IK+ fame) - now that 
it's finished it's even better! 





FOR THOSE OF YOU who prefer a more 
complete view of the table, an Almost* 
bird's-eye angle is possible, from which 
you can zoom down onto any ball, spin 
the table through 360 and set yourself 
up for the next shot. 




TO HELP YOU 'pot the red and screw back' the camera can be positioned anywhere you wish, 
on and around the table. For the most part this will be from behind the cue ball.,. 



WHEN THE 'WIND' BLOWS 



ANOTHER AID to good snooker comes in the form of the dotted 
aiming line. This shows the intended direction of the cue ball 
(plus in which direction it will rebound off the cushions). 



HIRLWIND' 
s one of snooker's 
biggest stars, equalled 
only perhaps by the 
legendary St 
Intere*. 
Davis and 
Stephen 'Sot 
Of Davis* 
Hendry. Since 
he started 
playing 
profess 
tournat 
back in 



he has become the 
second highest earner in 
snooker history (White 
has earned as much as 

■00 in one 50-day 
period). 
The holder 
of over 15 
trophies, 
white is 
ed 

vber 2 tn 
world, 
id only 
ndry, 



despite having beaten 
htm in two successive 
finals - the Matchplay 
and Classic. Even so. with 
all of that success behind 
him (and plenty more 
ahead, no doubt). Jimmy 
White still remains one of 
the few snooker stars 
who hasn't appeared on 
Jim Davidson's Big Sreaft 
TV game show. Until 
then, who knows if hell 
ever become the world 
No. 1? 



64 



m < >™i iM r< ;i 's i i -mi i 




REVIEW 



APART FROM the 
usual frame 5 of 
snooker, any 
number of 
individual trick 
shots can be 
attempted in order 
to impress the 
q cloaking crowd* 



FOR THOSE 
especially tricky 
shut*, the camera 
can be brought in 
real close to help 
correctly gauge 
those angles. 




hut to help you line up that winning pot, you can zoom around any of the balls currently on 
the (able, 




TAKE TOO LONG with a 
shot and chances are, the 
balls themselves will tell 
you to hurry up. Pulling 
faces and sticking their 
tongues out at you are just 
some of the measures 
they'll employ to make 
you hurry up* There's also 
the occasional splattering 
of flies across the screen. 
Note in this shot, that the 
control panel runs 
vertically up the left-hand 
side -just about 
everything in this game 
can be customised to the 
player's own taste. 



INCREDIBLE! That's what goes 
through your mind the first time 
you see Jimmy White's Whirlwind 
Snooker in action. As the camera 
zooms back and forth across the 
table, panning in and out, following 
the flashing balls, you immediately 
realise exactly how close to a 
perfect simulation of snooker this 
is. The only things missing are the 
clouds of cigarette smoke and the 
occasional off-putting applause 
from an audience watching another game 
on the other side of the wall. But the real 
beauty of this masterpiece doesn't lie in its 
cosmetics - it's in the control method. The 
table can be viewed from any angle, the 
viewpoint can be moved in all manner of 
ways, you can play from as close or as far 
from the table as you like and can access 
whatever information you need... 
whenever you need it. Okay, other three- 
dimensional pool and snooker games have 
done this in .. , ■ - ■ 

the past, but 
never with 
the same 
degree of 
success. If 
there is a 

small hassle, it's that occasionally the 
camera will jump off in a strange direction 
as it follows the balls around (sometimes 
even under the table) and the point of not 
always being able to see the whole table 
at a glance is sometimes annoying, but 
that's as many faults as I could find. It's so 
engrossing that you'll often sit for ages 
trying to decide what to do without ever 
putting your hand near the mouse - which 
is exactly when the game stops taking 
itself so seriously and the balls blow you a 
raspberry (typical MacLean stuff). Jimmy 
White's Whirlwind Snooker is remarkable 
in any number of ways - it's a brilliant 
piece of programming, and an eminently 
playable simulation to boot. Snooker fans 
have never had it so good. 



Paul Presley 



owning your 

own snooker 

table 



AS WITH ALL 

good snooker 

halls, the 

scorccard keeps 

track of both 

the score 

(represented by 

one of those 

terribly 

confusing slide 

markers) and 

whether or not 

the players need 

any snookers to 

win. 



STCUE 




IHfiRE ARC ■& PDIKTI 

LtH Ott THE TACLK 

*T ItO-Sl AS SHOOKEHS 
liHt HEEDED SV ST 
TO HIM TH 

HMD THE BEST OfitAr. 14 

points by Jinny 



TML ONE A 



UCUST 1991 ■ DC> 



PREMIER MAIL ORDER 

We tin' i'H \ftiiul Xo 124 m ///«• /o fiii Coot /rater Show . Title* marked wv tun vet uvaihthle and will he sent on 

(tttv "I release. Mease \end ehetfite I'O Uress Visa Xo. and ox/tin date to: 

Dept TIIO ST/05, Tr> bridge Ltd.. X Buckwins Sq., Burnt Mills. Basildon, Essex. SSI3 IBJ. 

Please State make and model of computer when ordering. P&P inc. IK on orders out l'5.00. less than £5.00 and Kurope 

add £1.00 per item. Elsewhere please add £2.00 per item for Airmail. Tliese offers are available Mail order onl>. 

I elephone orders: Mon-Kri 9am-7pm. Snturda.x H)am-4piu. Ia\ orders: 02oS 59007A. Tel orders: 0268-5^0766 






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Gordon Houghton whips out his gumshoes and plays private dick with 
Lankhor's latest. 



REVIEW 




THIS IS WHERE YOU BEGIN each game: 
an board the yacht, Buskin (sic). IF you 
haven't got a clue what to do, you could 
start by opening a few cupboards and 
searching your room. After that it might 
be an idea lo make a tour of the yacht 
before setting foot on the island. Don't 
take too long - the other characters are 
already going about their business. 



THE LAST TIME WE MET Jerome Lange, the renowned private 
detective, was when he solved the mystery of Mortville Manor. It's 
now 1 954, and Lange is on his way to Tokyo to meet his friend, 
Max. Crossing the Indian Ocean on a yacht, he is caught in the path of 
a hurricane and forced to dock at Maupiti Island. 
The following morning our hero falls headfirst into another mystery. 
He discovers that a girl named Marie has been kidnapped during the 
night and that any one of a dozen people could be responsible. Every 
hour he wastes, the less likely it is that Marie will be found alive. Like 
all the best investigators, he doesn't start work until 10am and hasn't 
a clue what to do,.. 



MAUPITI 
ISLAND 

Lankhor 
PRICE 

£25.99 

OUT 

NOW 



GRAPHICS 




U\*D 



MOST LOCATIONS *ccm innocuous it 
first glance. Closer inspection is often 
rewarding, and if you think you've 
spotted something, you can magnify any 
area to confirm your suspicions. 

CONVERSATIONS WITH OTHER 

CHARACTERS form a large part of 

solving ihe mystery. All of them have 

something useful to say, as well as a 

stock of bland replies which won't get 

you anywhere - you should be as blunt as 

possible. You soon discover what people 

think about each other, and what they 

know about the objects and situations 

youVc already encountered. This aspect 

of the game doesn't end with questions 

and answers, however You can also store 

snippets of conversation in memory* (vital 

when two people make contradictory 

statements, and you want to get to the 

truth): and, if all else fails, you can 

always bribe, beat up or give an object to 

the character. 



PEOPLE HAVE LIVES 

OF THEIR OWN, and 

don't hang around for 

you to question them. II 

you come across another 

character, you don't 

always have to talk - 

you can opt to follow 

them. This enables you 

to find out where they 

go, who they mcct f and 

whether they arc lying 

to you about their 

movements. But 

tracking is a very tiring 

occupation; and there's 

always the danger that 

someone might discover 

you - which means they 

close up like a clam (by 

the way, the guy with 

the neat moustache at 

bottom left is you). 





THE ONE AUGUST 1991 



67 



THE 




REVIEW 



1 
















■^ 







-1-. 






A little reading. 



THERE ARE ENOUGH OBJECTS lying around the bland to keep you scratching your 
head, and plenty of switches to flick, doors to open and gadgets to activate. The objects 
menu allows you to look at your inventory in more detail, including touching, smelling 
and examining* 





THIS STONE STATUE is Walassour. the 
guardian of the pond. He sits in the 
middle of one of the island's key 
locations, holds many secrets, receives 
strange visitors and sees things that go 
bump in the night. Superstition has it that 
the water retreats at the same time every 
day - if this is true T over-eager detectives 
could find themselves in trouble. 



THE ACTION IS PLAYED in accelerated 
time, and if you do a lot of travelling 
about the island it won't be long before 
darkness falls. This can be a hazard, since 
(obviously) you can't sec anything, so you 
won't be able to discover many clues. 
Darkness is also a signal that you should 
be heading for bed; however, if you've 
had enough rest already, the early 
morning gives plenty of opportunities to 
observe illicit behaviour, if you turn up in 
the right place at the right time... 









Your lack o* y»vo>>olo#v 
<ata . Matf«Y was furiou* 
tc on board of th* B*-i#fc 



jzA 



. With Anton, she took vote 
an... Then *Se went- to *et 
tt«r in hand. 



THERE ARE MANY WAYS to low the game, the most humiliating of which is to 
get locked on your yacht until the police lura up. If you always make sure that 
you have enough food and rest, you can discover the more exotic methods of 
termination: quicksand and murder are among the grisliest. A save game option 
helps you avoid most of them.,. 



A GREAT IMPROVEMENT on the 
previous instalment in Lankhor's 
mystery series (Mortville Manor), 
Maupiti Island is an impressive 
adventure game in its own right. 
The on-screen presentation is well 
above average: the graphics are 
occasionally superb, with 
beautifully drawn and coloured 
backdrops featuring an occasional 
snippet of animation. These 
backgrounds aren't just there for 
atmosphere, either: look closely and you 
often find an object or clue lurking in a 
hollow. The sound is equally impressive, 
with a wide variety of unobtrusive tunes 
to introduce new scenes (not forgetting a 
collection of piano scores), excellent 
sound effects, and speech. The speech is a 
mixed blessing: if s a nice touch 
(particularly if you turn off the text 
replies in conversation), but it makes all 
the characters sound the same (ie, 
wooden). Frills apart, the game's control 
system is nicely done: all commands are 
carried out using a combination of mouse 
and menus, with not a keypress in sight. 
You can also execute repeated commands 
without having to reselect from the menu 
- a great help when you want to examine 
everything in a room. All these plus points 
would be worth little if the game they 
support was rubbish. It's not: you have 
freedom to create your own plot by your 
actions, but there are plenty of random 
events to surprise you. There are so many 
elements to 

■ Complex 
and 



rewarding 
mystery for 

in-depth 

adventurers 

only 



keep you 

occupied - a 

dozen 

characters to 

interview (and 

interview again 

as 

contradictions 

and new 

situations arise), 

objects to find 

and use, puzzles to solve, people to follow 

- and all the time you have to keep your 

strength up with food and rest. There are 

only a couple of minor disappointments: 

some of the English is awkward, and the 

packaging is a bit of a let-down. An island 

map and a detective's notepad would 

have added to the atmosphere no end. 

It's not a game for those who like their 

thrills thick and fast, but it will appeal if 

you like puzzles, strenuous detective work 

and a good mental challenge. 



Gordon Houghton 



68 



THE ONE AUGUST 1991 



A<_tfv> 




Xegenb ISxifttoare 




16 linben <§arben% Ctjistoicfe, lonbon 1$4 2<£<© Jfax: 081-995 1325 

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THE 




REVIEW 



PRICE 

£25.99 

OUT 

NOW 



>m the people who brought you Thrust comes a huge arcade 
venture And in this place, gravity isn't the only thing trying to keep 

u lown 





IKE THE HERO YOU ARE, you've just comple 
an impressive run of deadly missions: now it's 
time to put your feet up and dream of all things 
nice and peaceful. 

But whaddya know? Just as you've settled down 
with a mug of cocoa to watch a few old episodes of 
Intergalactic Neighbours, you're disturbed by a 
distress signal - Commander Sprake of the 
Columbus Force and his crew are in desperate 
trouble. 

It appears that Triax, an evil scientist who was 
banished into space over 100 years ago, has begu.. 
his experiments all over again. This lime around, 
the mad professor has been tampering with the 
brains and bodies of helpless victims, turning them 
into mashed potato. Your only option is to head for 
the planet Phoebus and defeat this villain 

However, the old geezer is one step ahead of you: 
as soon as you land on the planet, he transports 
himself onto your ship and leaves with your 
Destinator, the vital piece of equipment which yc 
need to blast away from the planet. 

As you're now stranded, you decide that the or 
thing to do is to explore - and hopefully you'll 
come across the Destinator in the process. This isn't 
easy when the whole planet is infested with the 
results of Triax's experiments. 

If you've ever played Thrust or Gravitar, you'll 
instantly feel at home with the way you have to u. 
your jet-pack to overcome the force of gravity, but 
you'll also find some nice surprises, such as the wind 
effects which cause you to be blown right back in 
the direction you came from. 

The obstacles and brain teasers which you face c 
often be deadly, but you don't have to face the 
frustration of resetting every time you die. You can 
save your position at any time either onto disk or, 
you haven't got a formatted disk at the ready, 
straight Into RAM. 









AT FIRST, the object of 
i In: excreta may seem I 

little vagur, litit after ii 

wonder around the 

landscape, humping into 

robots arid dodging birds, 

you'll soon get the pis*. 

The strong wind* 

thai you C«] invci 

hi to (be left or righ 

what dors this till 

Co down, pcrlV 

thinking, hut firs 

have to do some 

about the 'weak I 

that's blocking yom 

Maybe that graui 

(In far right, tan Ik uA 

to blow tt 






s * 



abject out of 

pocket Pkh up object 



Transfer 

energy 

between 



Activate 
booster 



guns & 

jet 

pocks 



Put current 
object in 
pocket 




Drop cunwrt 
object held 



Scroll 
around 






< >rwr Ai;< ,t isn*)«j i 



«g»»-« 



. 











ONCE 
NDERCROUh 
\cic are loads - 
Lizzies to sulv. 
ake, for exam 
ur second t.i 
ding the ftaj 
> problem, but 
■'hen miu picl "i 
up and start 
walking toward 
the odtj the door 
closes. Using the 
telcport trick 
might help here - 
id maybe you 
\ild make use . 
your throwing 
ability too! 

COLLECT THE 

FLASK successfully 
and it immediately 
become* useful . 

Ity rilling it up 
with water and 
putting out thai 
fire. The result of 
this little exercise 
could open a few 
opportunities for 
you (or even 
doors). 







.■_ 



a 



i 






<f.'# 



«nr 












«'*♦ • 










>-. 






MANY 
OBSTACLES 
hinder your 
progress: lemming 
robots, annoying 
birds and cheeky 
monkeys, to name 
hut a few. Tin 
. 1 robot is easily 
persuaded by a 
lillle push and the 
■ Imdssoon turn 
into a mess of 
bathers after a few 
shots, but the 
monkeys arc best 
left alone! Other 
robot* and weird 
foes arc 
encountered 
underground- but 
don't worry, they 



with... if you know 
how, that is. 



. ^^^ 




AND BIRDS aren't the only things that can do 
you harm. Meteorite storms come thick and fast, with the debris 
landing anywhere and everywhere {often on your head!). This, 
however, can be used to your advantage: stand by a weak hatch 
and wait - after a short period, meteorites will come along and 
smash it open. Now you can stroll in and collect any loose 
bonuses and weapons. Isn't mother nature kind-; 



IT MAY SOUND LIKE A 
CONTRADICTION, but for a game 
based in space, Exile is full of 
atmosphere. The plot's a killer, the 
enemies are so individual that 
they almost develop personalities 
and the trickiness of the control 
method only adds to the 
credibility of the whole package. 
As we've already seen, the idea 
isn't a new one, but this is such a 
good style of game that if the 
controls are implemented properly, then 
the resulting game is invariably enjoyable. 
And here, the controls are pitched almost 
to perfection. This is a deceptively large 
environment too, so before settling down 
to a bout of exploration, make sure that 
you have a pencil and paper handy, as 
making a map is absolutely essential. 
You'd think with all this talk of killing and 
mapping, that 
Exile is a walk 
on the serious 
side, but in 
fact there are 
plenty of nice 
humorous elements thrown in - take, for 
example, the pesky monkeys. In fact, this 
game's only real problems lie in its 
presentation: neither the graphics nor the 
sound really live up to the level of depth 
and care that's obviously been 
lavished on the gameplay. They 
would have been fine a couple of 
years ago, but now they only 
look dated and serve to take a 
little of the shine away from 
the package. Exile is a good 
long-term blast - good thing 
too, as learning to control the 
main character is a battle in itself. 




An Exile- 
erating 
challenge 



1 1 ir i jmi v. GUSl i ■>->! 




OFT WARE CITY 




Unit 4, B.D.C., 21 Temple Street, Wolverhampton. WV2 4AN. 

Tel : 0902 25304. Fax: 0902 712751 

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Who said you need brains to play computer 
games? Palace's latest puzzler takes the term 
'easy-to-master' to new extremes. 




AS PUZZLE GAMES 
become more and 
more complex, it 
comes as a breath of 
fresh air to play a game 
for which the instructions 
can be summed up in less 
time than it takes to 
load. The idea - as with 
most puzzle games - is a 
simple one: clear a screen 
of coloured tiles by 
moving the colours next 
to each other. The tiles 
are moved by rotating 
two that are joined at 
one side. 

The tiles come in all 
shapes and sizes, and each screen can be affected 
by such elements as avalanches, time limits and 
credit options. 

SWAP'S BIGGEST PROBLEM lies, 
ironically, in its most innovative 
feature. Jumping levels depending 
on your performance is all well 
and good if it jumped at a 
maximum of three or four at a 
time. Having only played on four 
screens, I was already on level 36. 
The option to quit out of a screen 
as soon as you have enough points 
is also a let-down, acting as an 
escape route when things get too 
tough. The core of most puzzle games is 
the fact that levels have to be fully 
completed to progress, rewarding 
intelligent thought and skilful play. The 
wimp-out option has the effect of making 
things far too easy. Despite claims that 
"thought and forward planning are 
essential", most screens are merely a case 
of bashing away until you can avalanche 
the blocks and start a cleaning-up process. 
The various options do make the 
proceedings somewhat more complex, but 

Another in " ltimate| y 

.. .. Swap 

the lOng line becomes very 

of 'love 'em| 
or hate 'em' 




THE OVERALL 
IDEA is simple 
enough, dear the 
screen of all the 
tiles by swapping 
their positions and 
getting matching 
colours together. 
The tiles are 
swapped by 
clicking on the join 
between two. 





SWAP 

Microids 
PRICE 

£25.99 

OUT 

NOW 

GRAPHICS 

SOUND 

DURABILITY 

mm 



PLAYABILITY 



■: 



OVERALL 




A SCREEN becomes more 

and more spacious, several tiles may end up bcin|i 

Isolated from the rest of the pack. To resolve this'problem you 

tan 'avalanche' the remaining tiles, causing (hem id (nil Telris- 



puzzlers 



repetitive, 
very fast. 
There are nice 
touches and a 
basic sense of 
puzzlement is 
evident, but there isn't enough to keep 
you frustrated... irritated is more to the 
point. There probably will be people out 
there who enjoy it - puzzle games are like 
that - but with the likes of Atomix and 
even Lemmings to contend with. Swap 
doesn't have enough going for it. 



Paul Presley 





THE TILES COME in three 
shapes - triangle*, squares 
(Urge and small) and hexagons. 
Just lo make things a little bit 
more tricky, you can also 
choose to have from two to six 
colours* 



ANOTHER WAY to rescue 
stranded tiles is by using the 
supplementary tiles at the side 
of the screen. These are a 
random selection of coloured 
'spares' for when things become 
really tricky. 



N H ( >rsJE |i-M Y |99l 



73 



k 



THE 




®ne 

REVIEW 



Imagine a cross between Scuba Dive and Hammerfist and you have 
Thunderjaws, the latest Tengen conversion. But is it a meaty morsel or 
just plain soppy? 






THUNDERJAWS 

Domark/Tengen 
PRICE 

£24.99 

OUT 

SEPTEMBER 



GRAPHICS 





OVERALL 




HAVING PRODUCED SUPERIOR COIN-OPS in 
the past, including Vindicators, Escape From 
The Planet Of The Robot Monsters, and Stun 
Runner, Tengen's recent output has been a little 
more ordinary. Atari has evidently decided that the 
tried and trusted arcade formulas are the best way 
of pulling the punters. So, while the likes of Skull 
And Crossbones and Thunderjaws are quite good 
fun, they lack some of the atmosphere and 
inventiveness of those earlier machines. 
Thunderjaws is a run-of-the-mill combat game set 
in the underwater empire of the evil Madame Q. 
The lady in question is building an army of genetic 
mutants to take over the world, and you and your 
buddy have been chosen to infiltrate her defences 
and put a stop to her dastardly plans (yawn!). 
The action alternates between underwater levels 
in which you swim about putting holes into enemy 
divers and cybernetic sharks and Madame Q's bases 
in which you must find the control room while 
being pursued by lizard women and rock monsters, 
among other things. 

From time to time you'll trip over extra weapons 
(surprise, surprise), from the short-range flame 
thrower (works remarkably well under water) to 
the sure-hit Super Seeker, or oxygen bottles and 
first aid kits to replenish your dwindling energy. 

Knock off the boss monsters in the control rooms, 
battle through eight uninspiring levels and... zzzz... 
somebody wake me when we get there.... 




THE DROP-SHIP lets you out at the beginning of each watery 
level, armed with a harpoon and ready to do battle. 




I 



THE HARPOON IS SLOW and 
not too powerful . taking 
several shots to kill most 
creatures, but there are other 
weapons left lying around or 
dropped by the guards to be 
picked up* The Uzi isn't 
powerful either, but it fires 
more rapidly, the Explosive 
Bolt is quick and powerful, the 
Flame Thrower is deadly at 
short range, the Tri Shot splits 
into three bolts to take out 
enemies above and below you, 
and the Super Seeker just 
homes right in on the nearest 
threat. 






74. 



THE ONE AUGUST 1991 



THERE IS AN 'innovative 
feature 1 on Level Eight! Get 
away... no, it's true. The 
wall monster leers out of 
the cavern wall and takes 
swipes at you as you pass. 
It's amazing, it's 
unbelievable... it's a bit 
blccdin- totel 







LEVEL THREE PROVIDES a short 
interlude from the monotony of the other 
levels, so it gels a gold star. Having 
dispatched the few enemies that attack you 
on entering (he level, throw the switch and 
release the nubile captives, who 
immediately throw themselves at your feet 
.mil. or smother you with kisses... yuk! I 
think Level Three just lost its gold star. 



LEVEL FOUR introduces a new hazard - 
depth charges. They sink slowly to the 
bottom, exploding if you come into 
contact with them. They can be useful, 
though. If you fire ai one from a distance 
it will explode, possibly killing sharks and 
divers in the vicinity, not to mention 
passing DClOs... what?! 




COR, WOW! Two interesting enemies on one screen. Actually, the tank isn't really 
interesting, it just looks good, and the guard isn't much cop either. The lizard woman, 
on the other hand, leaps about in a most interesting way, and then her tail takes a final 
swipe at you when you finish her off. 



THE FIRST THING THAT STRUCK ME 
when I began to play The 
Kremlin's conversion of 
Thunderjaws was the state of the 
graphics. The original coin-op isn't 
exactly an inspired piece of work, 
but at least the graphics were 
well designed and the animation 
was slick and exciting to watch. 
But something has happened in 
the conversion process, 'cos the 
graphics we've got here are... 
erm... not that good. Well, to be fair, one 
or two sprites - like the tank and the rock 
monster - do look good, but on the 
whole... yuk! The soundtrack, at least, 
stands up reasonably well to the coin-op, 
but it's still instantly forgettable... what 
was I talking about? ]lf nothing else, 
Thunderjaws is quite playable, but won't 
present much of a challenge to any 
hardened shoot-everything-that-moves 
addict. Once you've played through a 
couple of levels you'll realise that the 
movement of the enemies is nothing if 
not 

predictable, so 

anticipating 

them becomes 

automatic 

after a while. 

You can also 

fire off a 

couple of 

harpoons 

(your standard <kS they COtTie! 

weapon) and 

then walk along behind them so that they 

automatically take out enemies as soon as 

they appear (very realistic!). 

If you're the sort of player who enjoys 
being able to go into autopilot and 
shooting and jumping through eight 
tedious levels just for the trigger-finger 
exercise, then you'll really love this. 
People who aren't that bored yet will 
want to find something else to do. 



Laurence Scotford 



About as 
exciting as a 
cold bath and 
as innovative 
as breathing - 
this is as wet 



THE ONE AUGUST 1991 



75 




Snooker and pool fans have never had it so good. Not only is Jimmy 
White's Whirlwind Snooker released this month, but 3D Pool has only 
just made a budget reappearance. Now France wants to put in its two 
francs-worth as well. 



BILLIARDS II 

SIMULATOR 

Infogrames 

PRICE 

£25.99 

OUT 

NOW 

GRAPHICS 




SOUND 



I'irW 



DURABILITY 




PLAYABILITY 

OVERALL 



80°/ 








SIMULATOR 





FRENCH BILLIARDS is one of the trickiest games in the package. 
The object is to make your rue hall hit BOTH of the other halls in 
order to score a point, the winner being the first to reach 20. 
Novice players can therefore expect games to last For anything up 
to an hour 

THE MOST FAMILIARganie included is American Pool (or 
Billiards as the French insist on calling it), with two variations - 
eight- and 15 ball * to keep things interesting. 




BALL CONTROL IS SIMPLE Holding the left mouse button 
allows you to rotate the cue around the cue ball: letting go then 
brings up the power indicator, while pressing it a second tinn 
determines the strength. While the power is going up and down 
you can set the 'English* (spin) on the ball. 



THE 
3D IS 
nowhere near 
as impressive as in 
other games, but it 
does make aiming 
slightly easier. You 
can rotate the 
viewpoint both 
horizontally and 
vertically around 
the table and can 
zoom in and out to 
get the angle that's 
right for you. 



THE TROUBLE WITH MOST pool games is that they 
only have the one type of game, eight-ball. In 
truth, it's quite amazing just how many different 
types of pool and billiard games there are: French 
billiards, American billiards, eight-ball, 15-ball, three- 
cushion, to name but a few. Billiards II Simulator attempts 
to incorporate four different types of billiard games, as 
well as inventing two of its own. 

The members of the club range from the sexy to the 
seedy. Choose one of the games and you are presented 
with a choice of partners, each of which will lay down a 
different stake. You start with $5,000, which may sound 
like a sizeable sum, but it can quite easily be doubled or 
lost on your first game. 

THE FACT THAT this is a French 
game is evident right from the 
start. French games always seem 
to have a certain air about them, a 
kind of class that quite often 
belies the game underneath the 
packaging and intro screens. 
Billiards II Simulator fits into that 
category right from the start. 
There are plenty of annoying 
things about the game, not least 
of which is the on-screen cursor 
which doesn't seem to be aligned 
properly with the mouse. There are nice 
touches too, such as the excellent sound 
which really conveys the feeling of a real 
billiards club. However, the bad points 
tend to be far more evident. The 3D view, 
to be frank, is next to useless, giving the 
impression that it was put in just as an 
afterthought... probably as a 'nice' option. 
That's one of the most damaging features, 
seeing as useful 3D is the in-thing with 
everyone else. However, Billiards II 
Simulator makes a nice, easy-to-get-on- 
with supplement to a certain other cue 

-d ban Nice enough, 

but destined 

to be 

overshadowed 



based game 

out this 

month and 

the number 

of different 

games 

included 

makes it a 

interesting 

and varied package, but, with Jimmy 

White's Whirlwind Snooker being released 

and 3D Pool just out on budget, its 

biggest problem is in its timing. 



Paul Presley 



by you know 
who 



i 



76 



THF ONI AUCUS1 !""! 



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If you read our last issue, you will know that this is 
your chance to have your very own CDTV, just by 
showing your creative flair with Domark and 
Incentive's 31 



3D Construction Kit. 



Our 

competition is now 

in its second month 

and entries have 

already started to 

flood in. But don't 

worry if your 

masterpiece isn't with 

us yet - you still have 

time to create 

something really 

special. 



INTERNATIONAL INTRIGUE 



ONE OF THE MORE 
INTERESTING entries 
we've had to date 
has been RED ALERT! from 
Darren Beale of 
Wolverhampton. Here's a 
quick run-down... 

RED ALERT! is set in the 
near future. Following a 
concession to the Palestinians 
from Israel, there has been 
an uneasy peace in the 



Middle East for several 
years. This has resulted in the 
major Arab countries 
forming a stronger league 
and behaving, to all intents 
and purposes, as a third 
superpower. Meanwhile 
United Europe has become 
the world's second 
superpower, the USSR 
having long before suffered 
from economic collapse. 



A renegade Russian Agent 
is determined to regain 
Russia's economic strength 
so (hat she can begin 
rebuilding her military might. 
To do this he aims to destroy 
the oilfields in the Middle 
East, leaving the USSR as the 
largest supplier of fossil fuels. 

Fortunately, he is exposed 
and shot, but not before he 
has managed to plant 
several bombs in the world's 
most sophisticated oilfield. 





AND JUST TO HELP YOU ALONG, here are a few more tips mat we picked up while using the 3D 
Construction Kit... 




IThe essence of good game design is careful 
planning. Make sure tnat you work everything 
out on paper before you start using the program. 
Once you hove your game planned you can 
begin to implement and lest sections. By using 
this approach you are more likely to identify 
problems early on and save yourself a lot of time 
ond effort 

2 If you intend to use lots of complex puzzles, 
try not to make each area too large. 
Remember that if the program has to check for 
lots of conditions in a large area with plenty of 
objects it will begin to slow down. 

3 Don't forget that three-dimensional objects 
can be made to look more interesting if you 
decorate them with lines and two-dimensional 
shapes. 

4 Each area has its own colour palette, so don't 
feel that you have to use the same range of 
colours throughout the entire game. Try to use 
colours that really set an atmosphere appropriate 
to the setting - for example, blues and greys for 
a cool underground cave, or bright greens and 
yellows for a meadow, 

STry to keep your puzzles logical For instance 
if you hove a switch that opens a door 
somewhere, try and give the player a clue os to 



its use - some cryptic symbol next to it for 
instance. 

6 When creating your gome, speed up your 
movement around the game world by holding 
down the right, rather than the left, mouse button 
when you click on a movement icon. 

7 To speed up the testing of problems in which 
different elements of the puzzle ore in 
different locations, set the cameras up to point to 
each element and then switch back and forth 
between them as you test the problem. 

8 General conditions take up valuable 
processing time! Don't use a general 
condition when you can use a condition that 
applies to a specific area or object instead. 

9 For ^ery precise positioning and sizing of 
objects, use the attributes panel to enter 
values directly, 

1A Try to be economic in your use of FCL 
U Don't, for instance, write one routine to 
open o door and another to close it. With a little 
thought you should be able to combine the two 
functions in the same short routine* 

In the September Issue we'll give you some last 
minute tips to help you give your game that 
final polish. 




ANIMATION HAS BEEN USED to 
good effect. Although you can't 
see it here, the flames at the top 
of these futuristic oil platforms 
are mode to flicker. 



RULES RE-RUN 

Just in case you missed them the first rime around, here are the rules: 

1 You must create a complete game using only Domark/ Incentive's 3D C&nstrvction Kit* Entries will only 
be accepted from registered users of the 3D Construction Kit, so don't forget to return your registration 
card to Domark (not to us thanks!}. 

2 The gome data must be 300K or less. 

3 Full instructions must be included, typed or neatly written on one side of the paper. 

4 Include your name, address, telephone number and oge on the disk label and a seperate sheet of paper. 

5 Entries must be received by Friday September 6th. 

6 The competition is not open to employees of Domark, Incentive, or EMAP Images or their relatives. 
Send your entries to 3D Creations, Tne One, EMAP Images, Priory Court, 30-32 Farringdon lane, London, 
ECIR3AU. 




DARREN HAS OPTED FOR A 
SIMPLE APPROACH to object 
design. This makes the game 
less interesting in the first 
instance, but the plot is 
intriguing enough to make 
amends for this deficiency. 



78. 



n-ll < IfS'l A( ( ,! " I l'»..| 



As the UN's top anti-sabotage 
expert, the player has to find and 
defuse the bombs before they 
explode. The task is made all the 
more difficult because there 
hasn't been time to shut down 
the oilfield's automated security 
network - because of this, the 
agent has many other dangers 
to look out for. 

This is a nice original 
scenario which makes for an 
absorbing and atmospheric 
game. Can you do better? 





A. DARREN HAS EVIDENTLY USED one of 
the control panels supplied with the 3D 
Construction KHas a basis for his, but he 
has changed the colouring and added 
some new features. Although he has tried 
to make the edges of the panel look more 
interesting he could, perhaps, have made 
better use of them, perhaps by moving 
some of the instrumentation onto the side. 

B. BECAUSE HE HAD SOME MEMORY LEFT, 
Darren has added some nice touches, like 



this radio. When you click on this it plays a 
short sample of musk. Darren has 
achieved this by adding a short general 
condition that reads variables 16, 17 and 
18 (the mouse variables) to see if the 
mouse has been clicked over the radio. The 
sample is then played using the SOUND 
command. 

C. NOTICE HOW DARREN has made the 
control panel look more interesting by 
adding details like the Radar Scope and 



the Thrust control. Even though these have 
no functional use they add to the 
atmosphere. 

D. THE SECURITY DROID hoverina in the 
foreground is one of several made to 
patrol along set paths using the MOVETO 
animation command. 

E. DARREN'S LOCATIONS are fairly simple 
and in places look quite barren, but this 
does keep the speed up. 



THE ONE AUGUST 1991 



79 




THE 




®ne 

BUDGET 



Laughing Laurence Scotford's back, with a round-up of the best in 
affordable software for August. 



CHEAP W CHEERFUL 




SWITCHBLADE 



Kixx 
£7.99 



i 



N THE LAST COUPLE OF YEARS there have been two classic 
platform games - and both have been developed by Core 
Design. Both of these classics, Rick Dangerous and 
Switchblade, have now been graced with sequels. 

Switchblade (first reviewed in Issue 1 5) has a heavy Japanese 
comic influence, and the Oriental feel is present in everything 
from the name of the central character, Hiro, to the distincfive 
sprite designs (smalt fiaures with large heads). 

And the plot? The evil Havok has awakened after being 
dormant for 10,000 years, causing the powerful fireblade to 
shatter and plunging the land into a new era of chaos. Hiro, the 
last surviving bladeknighl, must colled the 1 6 pieces of the blade 
and then use his assembled weapon to defeat Havok- All of this is 
an excuse for a large platform romp of very high quality. 

One of the most impressive aspects is the degree of control the 
player has over Hiro. There are three combat manoeuvres 
available, each of which is modified upon collection of a 
weapon. Each of these moves can be applied with varying 
degrees of power depending on how long you hold the fire 
button down before you release it. So you can execute lots of fast 
but weak punches, or fewer more powerful blows. A nice touch! 

Once within the Underground City, Switchblade is self 
mapping, so areas you haven't yet explored aren't shown and 
only appear in detail once you have entered them. This makes the 
whole experience both more surprising and more rewarding. 

Even its age and the appearance of Ine sequel do nothing do 
diminish its attraction - Switchblade still contains plenty to keep 
even the sleepiest player burning the midnight oil. A worthwhile 
addition to any collection. 



GBH 
C7.99 



CLOUD KINGDOMS 



" nr**, i 



CLOUD 
KINGDOMS 
(first reviewed 
in Issue 21) was just 
one of a long line of 
ball games, along 
with Marble 

Madness, Gfaedex 

and Rock 'n Roll so it doesn't really rate highly in the originality 
stakes. On the other hand, it does have the cutest graphics of all of 
those games. 

The hero is Terry the Sphere (hmm) who has had all his magic 
crystals stolen by that bully, the Baron of Bonsai (poor love). To get 
them back, Terry must bounce his way around 32 different cloud 
kingdoms, each of which comprises a series of platforms floating 
high in the air (high enough to ensure that slipping off the edge is 
fatal). 

As well as crystals to collect, there are plenty of sphere- nobbling 
nasties to be avoided. Collision with any of them arains Tel's 
energy. The doud surfaces don't help either. Some of them, such as 
the ice or the magnets, seriously affect Terry's movement. 
Fortunately there are plenty of useful goodies to be had, like the pot 
of paint for painting magic bridges over gaps in the clouds. The 
pressure, and difficulty, is kept up by a strict time limit. 

Cloud Kingdoms isn't exactly a wodd-beater, but it's eminently 
playable and will keep you amused long enough to easily justify the 
price tag- 



RUN THE GAUNTLET 



The Hit Squod 
£7,99 

EX-PROFESSIONAL Marlin 
Shaw hosted this TV 
spectacular in which the 
contestants were put through a 
rigorous programme of water 
races, off-road races and 
assault courses. It was all jol 
good fun and Ocean, quite 
rightly, saw an opportunity for a 
licensed computer game (first 
reviewed in Issue 7). 
The assault course, 
affectionately known as The Hill, 
involves some Track W Field 
style joystick waggling, but 



80 



THL ONE AUGUST I *-J*J I 




unlike the latter game this tests 
your co-ordination rather than 
your stamina. 

Aquatic events are races using 
Jet-skis, Hovers, Speedboats, 
and Inflatabtes, while off-road 
racing is in Meteors, Buggies, 
Supercats, and Quads. In all of 
these you control your speed 
and steering, but of course the 
handling depends on what 
vehicle you are using and on 
what surface. 

All of the events have been 
well designed and are very 
playable (although mostly in 
two-player mode). In addition to 
this, the slick presentation and 
random ordering of events will 
keep your interest. A nice buy. 




BUDGET 



TV SPORTS: FOOTBALL 



Mirror Image 
£9.99 

CHANNEL FOUR has 
been responsible for 
some innovative 
programming since its 
inception, tfie most popular ol 
which has been the coverage of 
minority sports such as 
American Football 

Since American Football was 
introduced on this side of the 
pond its popularity has grown 
to the extent that games are 
now played on an annual basis 
at Wembley, and the 
Superbowl attracts in excess of 
three million viewers when it's 
shown on Channel Four. 
There have been several 
American Football simulations 
trying to cash in on the success 

BALLISflX 

Sixzlers 

£9.99 

BAtUSTIX (first reviewed in 
Issue 8) borrows heavily 
from two earlier games of 
non-computer origin. The first 
was a stranqe Williams pinball 
machine called Crossfire in 
which the objective was to fire 
pinballs at targets that popped 
out from the surface of the table. 
The second was the classic 
kiddies' game also called 
Crossfire in which two players 
fire steel balls 
at a puck in an 
attempt to 
force it into the 
opposing 
goal BallisHx 
works on 
roughly the 
same principle, but if s a lot less 
wearing on the index finger. 

The mouse is used to position 
a cursor and the balls are fired 
from the centre of your own 
goal mouth in a line running 
through the cursor. Games can 
be played against the computer 
or another player. 

Interest is added by the 
obstacles and bonus objectives 
on the later levels, but even 
these can't disguise the fact that 
this may only provide short-term 
entertainment value. 




of the sport, but TV Sports; 
Footboft (first reviewed in Issue 
4| puis all the others in the 
shade. It was the first in a series 
of simulations created by 
Cinemaware in the style of 
American TV coverage. 

Most of the odion is shown 
from a top-down forced 
perspective view of the pitch, 
with well animated player 
sprites executing your 
instructions. These are issued 
from the play-calling screen in 



defensive plays are offered. 

For field goals the view 
switches to a superb 3D display 
showing the end of the pitch 
and the posts. A cursor on an 
inset picture of the ball is used 
to deliver the kick, and 
everything animates superbly. 

The game is livened up by the 
American TV style presentation, 
including shots of the crowd, 
cheerleaders and reports after 
each quarter An excellent buy 
at this price, even if you're new 
to the real-life game. 



CASH 
QUALITY 




Excellent 
(A must buy) 



Good 
(Nice at this price) 



Average 
(Try before you buy) 



Poor 
(An also-ran) 



Dire 

(Nobody's that 

desperate) 



TYPHOON THOMPSON IN T 
SEARCH FOR THE SEA CHILD 



Resproy 
£7.99 

THIS IS THE FIRST Broderbund 
game (initially reviewed in Issue 8) 
to appear on Domark's budget 
label, ana it's afso one of the best action 
games to appear from the US company. 
The action is set on the planet Aguar 
where sea sprites have kidnapped a 
human child. Reluctant hero Typhoon 
Thompson has to rescue the child and 
return it to the rightful parents. 

Since the planet is largely made up of 
water, Typhoon undertakes his mission 
on a nifty and highly mobile jet-sled. 
There are five sets of islands to tackle, 
each of which is inhabited by seven 
different types of 'flyer' each occupied 
by its own sprite. 

Typhoon starts each mission with a visit 
to the spirit guardians, who provide him with an 
appropriate weapon. Typhoon must shoot the 
flyers and then capture the spirits before they 
turn into fish and swim back to safety. 

The strange thing about TT is that the graphics 
are all tiny with little detail. In fad they took like 




something from a C64 game. Having said that, 
they are superbly animated, and the sheer 
playabilifv of the game makes up for anything it 
might be lacking in the audio-visual department. 



THE ONE AUGUST 1 9«H 



.81 




THE 




®ne 

ARCADES 



This month, our avid arcade watcher John Cook sees Irem go pixie bashing 
Data East become decidedly heroic and the Neo-Geo go from strength to 
strength. 




YOU MAY HAVE NOTICED 
that coin-op companies 
are inclined to come up 

with fairly homogeneous 

products. Their programming groups 

seem to specialise in one type 

of game or graphics. . 

then hone this down 

the sharpest possible 

edge. Namco, for 

example, 

concentrates on 

racing games such 

as Four Trax , the 

excellent Final Up 

II and Winning 

Run, while 

Williams is heavily 

into sports titles 

such as High 

Impact. 
And Irem? Well, ic 

has been turning out 

very good shoot-em 

for as long as I can 

remember - most recently 

the very fine Gun Force, v 

moody military graphics a 

handling routines that could almost do 

the ironing for you. So when I chanced upon Blade Master, a very 

classy pixie bash, the other day and the title screen came into view, 

It was with a neck straining double take that I realised that this 

particular silicon masterpiece had come to us courtesy of Irem, 
Irem has certainly pulled out all the stops here * beautifully 

crafted animated sprites, lovely backgrounds, excellent gameplay, 

sampled sound - you name it T this has got it. But what a departure 

from the usual sci-fi. space cadet shooter. 
Maybe the lads at Irem could still work a little bit harder on the 

scenario stuff, though - this Is Just a tad on the derivative side. 

Basically, your girlie (who, as it happens, Is the only person in this 

pixie world who knows the spell to banish the Powers of Darkness 

from the land) has been abducted by the said Powers and you - 

(plus your prospective brother-in-law, Arnold, if you want to play 

two-player) must carve 
your way through 
several million 
Minions of Darkness 
in order to free her 
Got that? 

Controls - as you 
might expect from 
Irem - are fairly 
straightforward, with 
left/right, up/down 
moving you about the 
Isometric playfield - 



BLADE MASTER - 



Irem 




the main progress of action being from left to right. Fire buttons 
produce a satisfying slash or jab (depending on whether you Ye 
wielding a sword or spear) and the other button produces the usual 
jump. For those of you sick of games 
with huge 
repertoires of 
different combat 
moves, 
depending on 
stick and 
button 

combinations, 
worry not - all 
there is here Is 
F the single hit! 
F You yet a set 
amount of time on 
each level to carve 
the place up and 
progress onto the Boss 
creature, which of tours 
has to be maimed many 

times before succumbing to the cause of Truth, Justice and Autofire, 
Bonuses are hidden about the place - on the first level they're in 
huge stone jars, and when cracked open they reveal either a points 
bonus, extra energy (run out of this and you've snuffed it) or a 
weapons power-up which makes your blows even more effective* 
All this might sound very ordinary, but the combination of high 
quality art, pace of gameplay and well synchronised samples, make 
Blade Master a very classy bash indeed. 





HEROES - 



Data Easi 



DATA EAST Is 
probably the 
only company 
that sttll produces 
equipment across the 
range of coin-op and pinball. wiih an excellent pinbalt called Checkpoint being 
installed in your nearest arcade as you read this. Probably the best pinball table 
from Data East since ABC Monday Night Football almost a year ago, Checkpoint is 
well worth seeking out, with a good straightforward playfield and easy to 
understand aims, which still rewards the skilled player* Rush om now and find 01 
- but don't press both flippers at once - it's not clever, It's not grown-up. it's not 
funny and anyway, you'll go blind. 

Back on the vid front, Data East has got a major success on its hands with its 
latest offering. Heroes, which is out on test now. The story runs something like 
this: a long time ago, in a far galaxy there is a kingdom that goes In for this 
democracy* one entity, one vote business. Its more like one entity, one sword 
when 11 comes to deciding who is top dog - the King is dead and now, if you Ye 
thinking of entering politics, all you have to do is beat the crap out of everyone 
else that has similar aspirations. 
Not being a humanist society, all you have to do Is choose a persona from a list 



82 



THE ONE AUGUST 1 991 




CROSSED SWORDS - 



Neo Geo 



THE GAMES ON THE NEO GEO get belter and belter as time goes on - the last few releases I've seen 
are <iuite outstanding, and certainly manage to blow away all other opposition that might rear its 
head on the home front. 
Alpha Mission II is the kind of vertical scroller that makes your eyes water and the adrenaline flow fast 

and furious, while Burning Fight is a 
respectable beat-em up in the style 
of Final Fight IL The very latest. 
Cross Swords, follows the genre 
established by Dead Angle and 
Dynamite Duke (using an outline 
player figure and an 'into the screen' 
perspective) and makes it all a bit 
medieval, wttli you playing a knight of 
the realm, making the place (Belkana 
in this case) safer for the peasants to 
live in. 

Although there's not too much in 
the way of frantic action, the graphics 
look good and the straightforward 
gameplay (slash away at the baddies) 
is jolly good fun. If you're feeling 
particularly chivalrous, give it a go.. 




®ne 

ARCADES 




FOOTBALL 
CHALLENGE 

- National 
Sports Games 



NOW THAT THE EUROPEAN 
American Football season 
is over, it's going to be 
another three months before we 
Gridiron fans get our next 
weekly fix of American Football 
anion. So OB Challenge might be 
just what you need to fill in a 
hi I of time. 

The gameplay is quite simple: 
you throw American footballs at 
the targets, with the small hole 
giving you 10-24 yards and the 
big one 1-9 
yards- You get 
four goes to 
make 10 yards, 
score a first 
down and 
continue the 
game- 

otherwise the 
other player 
(or the 

computer) gets 
to try. 

If you move 
the ball into 
the opponent's 
End Zone by 
accumulating 
enough yards, 
you score. Simple! Well, in 
theory it is, but you'll soon find 
that throwing a funny shaped 
ball with any sort of accuracy is 
a lot harder than it looks. 





of eight - Fighter, Ama^oness, Hercules, Werewolf, Minotaur, Golem, Beast. 
Dragon - and prepare to enter the hustings - or combat arena as they like to 
call it. Firstly you can choose your opponents, each of which are rated by 
Power Speed and Defence - but if you get past the first three, your opposition 
is picked for you. Each different type has a special form of attack, appropriate 
to their nature. The Beast's, for example, is called Neck Breaker. 



There are a startling 19 different combinations of Joystick and fire button that 
you can use lu maul spit and bite your way through to office. Fortunately, a 
comprehensive demo mode at the beginning demonstrates the different moves 
and how to achieve them. But don't expect it to be easyl 

The opposition's power meter is shown on the bottom of the screen, while 
yours is discretely placed on the top left. As you might expect. If you get down 
to zero, you get carried off and put six feet under) Win the round and another 
opponent challenges you ■ although you do get all your power back. 

Wonderful graphics, animation and sound make Heroes an outstanding 
* game - and although the gameplay might seem a bit daunting, it's highly 
likely that after a couple of goes you'll be able to beat up a couple of 
opponents before getting rubbed out After that, practice and skill are 
necessary requirements. And may the best Beast win! 






THfc ONE AUGUST 199 



83 



BUDGET 



SATURN SOFTWARE 



BUDGET 



TT_L 

KJPod 
Artvod2 

Aicf Mogrnc tHarrrorl 

Acun5*m» 
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Welcome to the art platform for the masses. A chance to show 
off your finest works of graphics, sounds and animations to 
an ever-appreciative audience. Welcome to... 





MODULE 

DISK 



ONLY A SHORT PIECE, and even though it 
goes against the grain to review demos 
contained on catalogue disks, this is 
exceptionally good. There are two demos on 
the disk (illumination 1 and 2), both of 

which feature some 

of the best music 

you're ever likely to 
hear on an Atari ST 

(I could sit down 
for hours listening 
to these two). The 
first is accompanied 
by a superb picture 
of the Great Wall 
Of China, while the 
second has an 
immensely good (if 
a little limited) 3D 
starfield. 



PICK OF THE MONTH 




THE SECOND BEST MUSIC of 
the month (the best being 
Illumination -see above) is 
in Module Disk 10 from 
the Watchmen. There 
are only five scores 
and the 

presentation is a 
bit sparse, but 
each tune has the 
ability to be played 
through a number 
of sound outputting 
devices such as Ubisort's 
Music Master (with its 
MV16 module), Prosound 
Designer and ST Replay 
Output 




TIME it's Predator the film, not 
Predators the programming group. The 
talking bicep stars alongside various 
other muscle-bound hulks in 

their jungle battle against *^ m 

the terrifying alien >. 
bhunter, mixed to an 
action-style theme 

^ _ , y *J tune - Tne digitised 
fffS H film graphics are pretty 
fff good, the sequence is 

well put together, and fans of 
the film will have more than enough 
to keep them happy. 





THE ST DEMO MARKET 
is in a slight state of 
decline. With more 
and more 

programmers being 
lured into the realms 
of Public Domain and 
Shareware, a good 
quality demo is 
becoming rarer every 
day. You wouldn't 
believe the trouble we 
had trying to find this 
month's collection - 
and even though there 
are a few bright 
sparks of inspiration 
here, its obvious how 
desperate things are 
becoming. 

So it is with a great 
sense of sorrow that I 
have to declare that 
from next month 
onwards. The Demos 
Domain will become 
Public Domain 
orientated. If you are a 
PD company with 
goods to offer us, send 
them in (the address is 
on the contents page). 
If you're a 
programmer with a 
new game to show 
off, let us see it - and 
even if you just dabble 
with your STOS in your 
spare time and create 
the odd little marvel, 
show it to us and we'll 
do our damndest to 
cover it. 

We will still cover the 

odd demo if it is 
particularly 

impressive, but for 

the most part it's 
a games world 
out there. So 
feast your eyes 
now on the last 
collection of 
demos that you're 
likely to see in The 
One For ST Games. 



c-r 



THI ONE AUGUST 1991 



85 



ne 



DEMOS 






%n 



RIGHT FROM 
the start, S- 
Xtensian 
promises good 
things and for 
most of the 
disk, lives up to 
its promise 
nicely. Opening 
with a clean- 
cut, very 
professional 
'self-destruct' 
screen, it 
follows on with 
a few 
humorous 
(depending on 
your taste) 
comic strip 
panels, drawn 





in the style of 
Asterix The 
Gaul, a fairly 
decent tune 
with a novel (if 
a little rude) 
'snowman' 
graphic 
equaliser, a 
collection of 
high quality 
artwork and a 
superb 
digitised 
rendition of the 
Beverly Hills 
Cop theme tune 
(even if the 
accompanying 
picture isn't 
much cop). The 
whole 
package is 
rounded off 
with a short 
but 

adequate 
animation 
entitled 
Death Of A 
Lamer - see 
if you can 
work out 
what 
happens. 



SUMMONING OF THE SPAWN 



A VERY MISLEADING title, Summoning Of 

The Spawn is a collection of various graphical 

effects (you know, rasters, scrollers, bouncing 

balls etc.) but with the added bonus of some 

really great music. The intro, a moody and 

spooky tune with a suitably oppressive 

screen, adds to the deception, until up pops a 

cutesy menu game (it seems a megademo 

isn't a megademo any more, unless it 

contains a game of some sort as a menu) and 

things are back to normal. Just once I'd like 

to see some sort of continuity in a demo. 

Anyway, good music is the selling point, so if 

your ears fancy a treat go for it. 




PERSI 
V I S I 




ANOTHER COLLECTION of various demos, the best of which is a 

toss-up between the Yello Mix and the Batman Mix. Both are 

good quality samples, mixed, cut and 

spliced around to create new-ish 

sounding versions of the old 

favourites. Other goodies on 

the disk are a fully-working 

Sound Tracker from The 

Carebears and a massive 

collection of average 

quality tunes - quantity 

rather than quality, 

methinks. 




The Predator Demo and S- 

Xtension are available 

from: 

Captain Hacks Public 

Domain, 

19 Latimer Drive, 

Swindon, 

EssexSS15 4AD 

Persistence Of Vision is 
available from: 
Nightshirt PD (ST), 
8 Bertelin Road, 
Beaconside, 
Stafford ST16 3JJ 

Module Disk 10, 
Summoning Of The Spawn 
and Illumination (Catalogue 
Disk) are available from: 
Riverdene PDL, 
30A School Road, 
Tilehurst, 
Reading, 
Berkshire RG3 5AN 



86. 



THE ONE AUGUST 1991 






DIAL-A-CHEAT-LINE 




For cheats,tips, 

pokes and secrets on 

all computer and 

console games,ring 

now on 



0898 1 1 234 

Messages updated weekly 

From Ireland 

03000 21 244 

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0898 338 933 

7 days a week 12 noon to midnight 

PRICES FOR THE BEST CHEATS.TIPS ,ECT 

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Manchester M1 5 4LY 

Proprietor: Jacqueline Wright. 

Please ask permission of the person who pays the bill, calls charged at 34p 
per min Xlheap Rale' 45p per min at all other times. 



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HELPING 



HANDS 



ero hos passed. No more 
Twin Peaks (unless the BBC 
decides to air the third series, 
that is)* Tuesdays will never be 
the same. How can 1 sleep ot 
nights thinkirw that Coop 
really Bob and Audrey is 
dead? Still, at least it'll give 
me time to sort out all your 
tips/cheats etc. 

Anyway, while I go off to 
mourn, here's what's covered 
in this month's section: 

Our Play 
Guides include o 







step through the 
first level of the 
- Bitmap Broth-. 

mmzaM Gods - 

...the way to clean up those 
— bogeys in F-/5 
^ W Strike Eagle 




.howfo 



help those 
small, green 
and suicidal 
Lemmings,, 





,lhe art of 
swigging 10 
pints of Grog 
and still being 
able to solve 
The Secret Of 
Monkey island.*. 



...and a 

Kide to one 
ie all-time 
classic 
platform 
games - 
5w/fchS/ade. 

As well as all that, we've 
got room for tips on: 
Logical, Shadow Dancer, Toki 
and more. 




Brian Nesbitt 



Coming/ as it did, from the house of Bitmap, Gods was a far from standard 
platform romp. With this in mind, the Bros have put together a little guide to 
show you a few things you may have missed. Here's part one of three... & 





GENERAL ADVICE 

CODS IS SPLIT INTO FOUR LEVELS, each one 
containing three 'worlds'. There's more than one way to 
complete each world and you don't actually need to 
complete any of them in order to finish the game. There 
are many hidden puzzles and sections which don't need 
to be solved, but which can provide rewards. 

The difficulty level should gradually increase from level 
one to level four If you came across a section in the 
game which seems particularly difficult to complete, this 
may be an indication that there's no need to complete 
the section. Such difficult areas are generally Ironus' 
sections which, if completed, will reward you with 
treasure. 

Some worlds have 'short-cuts' which enable the level 
to be completed quickly, but you may Jose out on 
treasure and other bonuses by taking them. It's up to 

u to experiment with the game to find out which is the 
est course of action. 

MONSTERS 

All monsters have attributes that define their strengths, 
weaknesses and behaviour. The attribute which sets 
how many times a monster must be hit before it dies is 
called the aliens 'hit point' attribute. A weak (low hit 
point) monster would have perhaps 1 hit points where 
o stronger monster could have 250 or more. 

As you progress, you'll notice that the monsters 
become more intelligent. This means that they will be 
more effective at carrying out their objectives, either to 
kill you, avoid you or steal treasure (it's not a good idea 
to attack thieves as they are usualfy helpful). 

POTIONS 

Correct use of potions con be helpful in completing 
many sections. Because you can usuolly only carry three 
items in the inventory it isn't always wise to buy too 
many potions in the shop as there will then be no room 
for carrying other objects that you need for solving the 
puzzles. 



£ 



ABOUT THE GUIDE 
TO THE LEVELS 

THIS GUIDE TO EACH LEVEL isn't comprehensive. 
Defining the multiple ways of solving each world 
and the numerous hidden rooms in trie game 
would be far too complex. What you have here is, 

| in general, the simplest and quickest way through 
each world plus tips on how to find one or two 

I hidden areas. 

Gods isn't just about completing each level and 
moving to the next. It will constantly reward the 
player who continues to experiment. To tell you 
the perfect way to complete the game would be 
impossible and kill that experimentation - in fact 
there is no perfect way to complete the game, and 
players are still finding solutions to puzzles which 
were never designed to be solved in that way. 



If you're familiar with the section of the game after the 
shop, try to think ahead and plan which potions would 
be most useful and where you would be most likely to 
use them. Then you con decide how many potions it's 
safe to buy without risking having to drop a potion 
when you don't want to. 

POWER POTIONS 

Power potions increase the effectiveness of weapons. 
Buying or picking up a power potion increases the 
damage done by ail of your weapons. A weapon thaf s 
powered up once will have one extra hit point and fire 
in two directions. A weapon thaf s powered up twice 
will have two extra hit points and fire in three directions. 

After being powered up twice, weapons continue 
increasing in hit points each time you get another power 
potion, 

Small power potions power up weapons once. Large 
power potions power them up twice. 

The same effect can be achieved by picking up or 
buying multiples of the same weapon. For example, 
buying an axe and a large power potion is the 
equivalent of buying three axes. 

Considering that they affect all the weapons, power 
potions are obviously a far more economical way of 
increasing weapon nit points than buying multiples of 
the same weapon. 



OS LEVEL 



m 




88. 



IHf < JN| AUGUST 199 1 





bonus CfystoU). Collect the vase and 
take it to the stores at the bottom of 
me map, making sure that you collect 
the room key on the way. Get the 
world key from stores to exit on the 
right. 



LEVEL 1 

WORLD 1 

The first wodd enables the player to 
get used to the control methodand to 
solve some simple puzzles. The first 
key you'll need is me treosure key. 
The world key is in ihe treasure room 
and opens Hie door to the end of the 
world. 

HIDDEN PUZZLES 

Short-cut 

Reset the levers 1 & 2 to move block 

1 , This reveals a water crystal and 

powerup and teleport the player to 

A, 

Special bonus 

The second puzzle is progressive - by 
finding one hidden puzzle you'll ihen 
be able to find the next* 

1 . Blow up the trap with lever A and 
then pull (ever 3 to reveal an iron 
treasure chest. 

2. Reset lever 4 and pull lever 5 to get 
a fire crystal 

3. Pull lever 7 within two minutes from 
the beginning of the gome to moke 
platform 2 move. 

4. Press hidden switch 1 to get a fire 
crystal 

5. Finding these four puzzles will 



mean that you can find the final part 
oflhe puzzle in World 2. 

WORLD 2 

Get the trapdoor key on the left of the 
screen to open the trapdoor on the 
right. Moke sure that you go over the 
top platforms as the bottom route is 
more difficult (but it will give you 



HIDDEN PUZZlfS 

To get to the treasure room you must 
first kill the monsters on ihe ledge to 
Ira right of Iwer 3 *o nee ve a frap 
door key. This will let you dose the 
trap door above lever 9 by pulling 
lever 4. You will then be abfe to jump 
down and open the treasure room 
door. 

Secondly, push all four hidden 
switches to cpen the four trap doors 
which form the base of the treasure 
room. All treasure will then fall 
through onto the floor beneath the 
room. 

The Shop 

Buy shunkens and normal arc 



POTIONS 

Type 

Chicken 

Weapon Arc 
Weapon Arc 
Weapon Arc 
Bread 
Small Health 

Mock Potion 
Shi* 

Mog< Wings 

Power Potion 

Larqe Health 

StaTOurst 

Power Claws 

Power Potion 

Shield 

Extra Life 

Familiar 

In Leve(s 2, 3 and 4 the 



Description 

Restores energy 
Restores energy 
Standard 
Intense 
Wide 

Restores energy 
Restores energy 
Freezes aliens 
Invulnerability 
Affects familia 
Increases weapon power 
Restores energy 

Affects familiar 
Increases weapon power 
Reduces. 1 



Value 

00650 
01000 
01000 
01000 

01 ooa 

01300 
04000 
Q4G0G 
05000 
05000 
06000 
08000 
I COCO 

I200C 
20000 
20000 
3000G 



power ups increase in value to 1 7,500 for a small and 32,000 for a large 




WORLD 3 

Pull switch 2 to dose the trapdoors 
and blow up the spike in the pil Get 
the giant to jump up the trap doors. 
Alternatively you con wait for two 
minutes and a teleport crystal will 
appear to move you up, although you 
will not get the special bonus. Get the 
trapdoor key on the top left platform 
to open the trapdoor to the right. Go 
up me lodder which leads to me 
towers. Go up the ladders to the 
bridge and jump across the platforms 
to the left to coifed the trapdoor key. 
Go right and collect the teleport key. 
Open the door by pulling lever 1 1 
and this will teleport you to the 

EatTorm on the far left of the map. 
oiled the door key. Go right and 
pull lever 7 and drop down through 
the trap door. Pull lever 8 to teleport 

E j to the lop door on the right. Pull 
er 9 to enter the treasure room and 
colled the lightning bolt. Pulling lever 
1 will open the door and lake you 
bock Colled the wodd key and go 
down the lodder and when you reoch 
the bottom platform you willreceive a 
trap door key. Pull lever 1 2 and go 
down to defect the centurion 
protecting the temple. Go up the 
fodder to the temple and enter the 
door to exit the level. 

HIDDEN PUZZlfS 

1 , To enter the treasure room. 

Kill the wave of monsters which 
appear to ihe left of lever 3. They will 
give vou a trap key. Reset lever 3, 
which will then give you o shield 
when you pull lever 4 to profed you 
when you drop through the trap door 
to the treasure room. 
% To move block 1 . 

You have to get lo this point within 
1 40 seconds, with more than two lives 
and more than 80,000 points. 
3. Special bonus. 

Kill the centurion without colleding 
the lightning bolt to receive a gold 
treasure chest. 

Boss jjuy 

The Centurion is ihe easiest of the 
bosses. Watch him as he throws out 
fireballs and note the point where 
they bounce the highest. You should 
stand here to kill the Boss without 
getting hit. Move bockwards and 
forwards at the same time as the 
Centurion, keeping the same relative 
position in order to avoid being hit- 
Shop 

In the shop you should buy the Magic 
Axe and spend the rest oFyour money 
on Power Potions. 



That's about all 
we've got time for 
this month, but it 
should keep you 
Godsters happy 
until we return in 
3 1 days for 



iiTSuMI F/i 



Bitmap 
assistance. 



i I II ONE AUGUST I «ih 



,.89 



>u 



(SiiO&L 




% "N 



Two years ago • Now with the 

help of Core Design, Gremlin and Simon Phipps, 
we show you how to 



FOR OVER 10,000 years 
the underground city of 
Thraxx has known peace, 
thanks to the power of a 
select band of warriors 
known as Bladeknights. 
The power of the knights 
came from a sacred 
Fireblade that allowed the 
people to live and prosper, 
safe in the knowledge that 
the knights would protect 
them. 

Then, one fateful day, the 
Fireblade inexplicably 
shattered, allowing the evil 
might of Havok and his 
unearthly minions to 
swarm over Thraxx, killing 
everyone in their path, 

Only one Bladeknight 
survived the onslaught, 
vowing to find the 
shattered remnants of the 
Fireblade and put an end 
to Havok, once and for all. 

HOW TO USE THE 

MAP 

may look daunting, but 
following the map or 
Thraxx is easier than it 
sounds. The circled 
numbers indicate the 
connections (e.g. leove a 
map at one of the points 
marked 2 and you'll re- 
enter at the other 2), 




I 




"U ■ 




START 






* M 



MGK 






DANG£«- 



■m mti 



- J! 




GENERAL 
HINTS 

Search everywhere! 
Whenever Hiro runs 
behind a pipe, wall, 
crate or other piece 

of scenery, perform a 
sweeping kick in case 
there are any hidden 
potions or bonuses. 
Each of the main bad 
guys (marked on the 
map by the Danger 
sign) can be easily 
beaten when you 
discover their 
pattern. When you 
first enter the screen, 
hold back and 
observe your 
opponents' 
movements. This 
should give you an 
idea of how to kill 
him. 






^ 



\ 



7 



i t n \t Ji A 



,-91 




Can't get to grips with your joystick? Do your flaps keep 
opening of their own accord? Never fear, MicroProse's James 
Hawkins is here to help you earn your wings. 







GENERAL ATTACKING STRATEGIES 

WHEN TAKING OFF, fly on half power so 
that you can conserve fuel. This will allow 
you to stay in the air for much longer, so 
you can fly further and destroy more 
targets. 

The best strategy for achieving a high 
score is to clear the area around vour 
primary and secondary targets of all SAM 
radars, thus knocking out their ability to 
launch missiles at you and giving you a 
'safe zone' to cruise around in. 

Don't take out the enemy airbases until 
you decide to head for home. The more 
planes they launch for you to shoot down, 
the more points you score. 

THE ART Of FLYING 

To be good enough to get the 
Congressional Medal Of Honour, you must 



master two skills that are invaluable for 
scoring enough points. The first is outflying 
enemy missiles. By turning at right angles 
to them you will find thatftiev will lose their 
Lock (unless they are the dart brown 
Doppler missiles which will search for you 
ana adjust their flight path accordingly). 
By outflying all of the normal types of 
missile, you should only find yourself using 
chaff and flares when you are trying to get 
out of the hostile zone and back to home 
base. 

The only way to avoid the Doppler 
missiles is to outfly them. This is very 
difficult as they constantly alter their flight 
path to stay locked on to you. You must 
turn at right angles to them just as the 
missile warning sounds ana keep turning 
sharply. The missile will now fly past you. 
Watch out in case they loop back around, 



as they carry auite a lot of fuel. 

The second element of the game that you 
need to master in order to get the 
Congressional Medal Of Honour is 
shooting targets with the cannon, using as 
few rounds as possible. 

ENEMY PLANES 

Let the enemy planes get as close as 
possible, keeping the designator on them 
until you can see a nice large target to 
shoot at. When the plane is less man four 
kilometers away, open fire just in front of 
the shape so that the plane Hies into the 
bullets. Always fire short bursts so that you 
don't continue firing when you have 
already killed the enemy. 

MISSILE USE AND TARGET IMPORTANCE 

As explained earlier, it is best to make a 



TlCUWA 




I 



Ras Shaf faniyalr 



ATTACK 

TARGET 

WITH 

METHOD 1 




ENGAGED 
BY SAM 



TURN 

TO DESTROY 

SAM RADAR 




Al Hufuf 
_ iDliahral 

SAUDI ARABIA 



I 






I 



***** Gulf 



^ — -i 



TURN 

TOWARDS 

PRIMARY 

TARGET 



92. 



THFUNI; AUGUST 1991 




Ruweiss 






SAM-clear zone around your primary and 
secondary targets. As a rule, you should 
use all of your air-to-ground missiles on 
enemy SAM radars and your cannon-fire 
on the mission targets. 

Fire Mavericks from around 5,000 feet. 
It's never advisable to fire on a 'White 
Lock' (when the target designator is a white 
hexagon! as you will get an ineffective hit. 

Fire Sidewinders and Amraams on White 
Lock only if the enemy plane that you are 
tracking is flying towards you. Regardless 
of which plane you have locked on, air-to- 
air missiles always hit the nearest plane in 
front of you. Try only to use missiles when 
you have more than four planes circling 
you, or on ground SAM radars. 

CHAFFS AND FLARES 

Outfly as many missiles as possible and 



only use chaff and Hares in emergencies 
(e.g. when there ore two or more missiles 
coming towards you at once). 

IN GENERAL 

If you can, get an analogue joystick as it 
makes flying much easier. Flying on Detail 



Level Zero makes dogfighting much easier, 
while Detail Levels One & Two are best for 
strafing (shooting) ground targets. 
You need 7,800 points or more for the 
Congressional Medal Of Honour. The best 
area for this kind of score is the Middle 
East, 



GROUND TARGETS 

mere ore two approaches to destroying ground targets with the cannon 

a) (see Diagram A| Fly low and level ol around 500 feet (1 ). When the target range is less than six 



IL'aMH'm'liigK* H J'l i i i^l iiTtST 



wim 1 00 rounds or less before passing (3). 
b)|seecftog^ 




•liLsi^BIKIHflin^ 



you get o hit |4|. Aguin a ground target should be destroyed with 100 rounds or less. 

LANDINGS (SEE DIAGRAM C] 

The final step in compding a mission is getting the landings correct. When you approach the runway, 
come in at about 1 00 Feet ( 1 ) and cut the engine power completely when you are around three kilometers 
from touchdown (2). As soon as you touch the runway, hit the brakes (3) and you should then come to a 
halt quite quickly \A\. 



ON DA 



ARGET 
METHO 








\h »u Dhabi 






THE ONE AUGUST 1**91 ■ «/ 3 




HELPING 



Dear Brian, 

I am stuck in the island section of 

Leisure Suit Lorry 2 I know that 

Ckj have to wear a bikini to get 
rther into the game, but I can 
only find the bottoms. Where can I 
find the top? 
Mike Jefris, Rufford, Lancashire 

Oho! Playing 'naughty' 
adventures, eh? We/', the bikini 
top is located in the pool on the 
ship. Enter the pool, type Swim 
and go to the middle. Then Dive 
and swim to the bottom. Look 
Around and Take Bikini Top. 




Dear Brian, 

I have got onto the plane on 
Leisure Suit Larry 2. 1 gave Ken the 
pamphlet, but can't get off the 
plane. I have tried usinq the knife 
to open the door at the Dock of the 
plane, but it doesn't work. 
James Paterson, Darlington, Co. 
Durham 

Another one??? What is this, 



Leisure Suit Lorry 2 month or 
something? Oh well, smut sells I 
suppose. You hove to use the 
booby pin (will someone tell me, 
what in Sam Hill is a man doing 
with a bobby pin?) from the 
counter near the vending 
machines at the airport. 

Dear Brian, 

I am completely stuck on The 

Secret Of Monkey Island. I don't 

know how to pet past the deodly 

piranha poodles ond into the 

Governor's mansion. I know I 

have to drug them, but 

how? Where is the 

drug to put ihem 

to sleep? Please 

help. 

Brian Laird, 

Gardcnhall, 

East Kilbride 



and select the red ond blue leader. 
Then it's up diddly up up t to fill 
your best friend with hot molten 
lead 

Dear Brian, 

I've heard that there is a simple 
solution to Midwinter but I can't 
seem to work it out. Do you know 



w 



hat 



is* 



Bobs Jefferson, West Ham, 
London 



111 do better 
than that. Turn 
the page for the 
first part of a 
complete solution. 



Dear Brian, 

My friend and I both have a copy 
of F-l 6 Combat Pilot and are 
desperate to try out the two- 
player tink-ua option. The trouble 
is, we don't know how. Any 
ideas? 

Colin 'F-16' Moss, Newport, 
Wales 

Well, this is more of a technical 
query than a tip but I'll do my 
best. First, you need to get hold of 
a Null Modem Lead. Connect the 
lead to the 5erial Ports, turn on the 
computers and had F16 on one 
machine then the other (very 
important). Separately choose 
dogfight on the two computers 



STAR 
TIP 

LOGICAL 



! number onto (he loading 
icreen and you'll be able to go 

there. 
FROM: MATTHEW DURRANT, k 
CAMBORNE, CORNWALL . 



It's quite easy really. Keep 

restarting the game until you 
are dose to a garage. 
Grab a venide and 
find some stores 
to stock up with 
explosives. 
Now drive 
straight to 
Shining 
Hollow and 
blow up 
General 
Masters' base* 



««^MiraS5ffi!l 




Dear Brian, 
How do you gel past your 
'double' in Prince Of Persia? I'm 
up to level 1 2 and keep getting 
killed whenever I try to fight the 
little *%$@Uf I find out (hat I've 
got o bugged copy oF the game, 
someone's gonna be sorry. 
Frustrated, Devon 

Calm down! You haven't got a 
bugged game so don't start 
sharpening those knives yet. The 
principle behind your mirror 
image is that whenever he loses a 
point of energy, so do you. If he 
dies, you can kiss goodbye to this 
mortal coil as well. You should put 

Cr sword away and walk into 
, The two of you merge and 
you become who/© again. 



\ 

SHADOW DANCER 

Pause the aame and type 

GIVE ME INFINITY for 

infinite lives. 

FROM: DANIEL CHAMBERS, 

WILUSDEN GREEN, 

LONDON 

TOKI 

On level one, type KILLER for 
infinite credits and the ability 
to skip levels with the 
function keys. 
FROM: GARETH VILDAY, 
STANWAY, COLCHESTER 

CJ'S ELEPHANT ANTICS 

On the title screen type 
ITCHY AR"HOLES (replace 
the *s with the appropriate 
letters - think of the Division 
One champions). You've 
now got infinite lives. 
THE KILLING CLOUD 
When asked lor a mission 
code, enter 1 KILUNG to 
equip yourself with 28 Nets 
and 29 Pups. 

THE KILLING GAME SHOW 
When you are wished 
'Good Luck' by the 
computer, press the Help 
key for a map of the level. 
FROM: SEAN THOMAS, 
LLANDUDNO, WALES 

JUDGE DREDD 

Start the game and log on 
as DREDD. Next, type 
BRUCKEN PLAYING HERO 
QUEST then exit. Pressing 
Help now skips levels. 
FROM: RICHARD BERRICK, 
BEACONSIDE, STAFFORD 



LEMMINGS 



of Psygnosi 
loken the 



suicidal green ro 
aming world by storm 



deals h 



ove 
and worn 



It's one of the most frustratingly addictive 
games ever ond is probably responsible for 
more headaches lhan Pa Scrumpy's 
Olde World Cider. The mis adventures 



out more little grey cells than Agatha 
Christie's Poirot. 

Fret no longer, oh confused ones. Each 
month in The One, I will bring you the 



TAXING LEVEL 28 - CODE: GIONLOHIHK 



solution to one of Lemmings' more tricky 
levels. This month we start with Taxing Level 
28 for Albo Smith of Greenlanes, Essex. 
If you hove a Lemmings level that has got you 
totally stumped (and let's face it, there aren't 
many of you that haven't} then send the 
details to the usual address, heading 
your postcards; Long-life Lemmings. 







1. Floater. 

2. Make Floater climb to 
point 3- 



3. Dtg and float. 

4 + Build here so that he turns 

around. Time is of the 



essence, 



5. Build to point 6. 

6. Dig through pillar. 



7 Build to 7 A 

8. Increase fall role 

9. Dig. 




10. Ploce Blocker. 

1 1 . Build bridge 
12.Destroy blocker 



94 



THF OfNjl AUGUST !'*■>! 






CONTACTS 



AFTER THE SECOND MONTH of Contacts in The One, several 
of you were asked how many calls/letters you'd received (I 
didn't ask all of you because I wanted a random selection 
and I couldn't get in touch with all of you - a worrying sign!). 
The results are in and I'm gob-smacked at the response. 

The record for calls received stands at 127 over four weeks. 
I'm not going to print this person's name as I don't want to 
add to his burden, but I am wondering if the poor guy ever 
manages to get a moment's peace. 

Anyway, I want more of you to sacrifice your spare time 
like this, so get writing... 



NAME: Sami Zubair 
ADDRESS: 72 Alfred Street, 
Sparkbrook, Birmingham B12 8JP 
TELEPHONE: 021 772 0936 
TIMES: Mondav to Friday - 1 0am 
to 4pm, Saturdays - 1 lam to 1 pm 
GAMES: Bade To The Future 3, 
Betrayal, Captive, Choos Strikes 
Back (maps). Chip's Challenge, 
Dungeon Master {maps}, Elite, 
Fl 9 Stealth Fighter, F29 
Retaliator, Feudal Lords, Final 
Whistle, Golden Axe, Gravity, 
Kick Off 2, Killing Cloud, Killing 
Game Show, Lemmings, Loom, 
Merchant Colony, Metal Masters, 
Metal Mutants, Midwinter, MiG 
29 Fulcrum, 'Nam, Night Shift 
Ninja Remix, Operation Stealth, 
Pang, Pipemania, Populous - 
Promised Lands, Powermonger, 
Sim City, Super Monaco GP, 
Supremacy, SWIV, Team Yankee, 
Viz, Xenon 2, X-Out, Zak 
McKracken And The Alien 
Mindbenders, Zombi. 

NAME: Shaun Potts 
ADDRESS: 1 03 Wosdale 
Gardens, Estover, Plymouth, 
Devon PL6 8TW 
TELEPHONE: 0752 791 194 
TIMES: Monday to Sunday (not 
Saturday) - Sensible times only 
GAMES: Afterburner, APB, 
Archipelagos, Arkanoid 1 & 2, 
Batman The Movie, Beach Volley, 
Carrier Command, Cybemoid, 
Dalev Thompson's Olympic 
Challenge, Dark Side, Defender 
Of The Crown, Dogs Of War, 
Double Dragon, Dragon Ninja, 
Driller Exolon, Fernandez Must 
Die, Fjying Shark, Forgotten 
WoHds, Gauntlet 2, Hard Drivin', 
Ikari Warriors, Indiana Jones And 
The Last Crusode (Arcade), 
Interphase, Lost Duel, LED Storm. 
Menace, Nebulus, New Zealand 
Story, Ninja Warriors, Operation 
Thunderbolt, Outrun, Platoon, 
Rambo 3, Return Of The Jedi, Rick 
Dangerous, Road Blasters, 
Robocop, SDI, Shinobi, Silkworm, 
Space Harrier, Supercars, Super 
Hang-On. Thunderbirds, 
Thunderbfade, Total Eclipse, 
Treasure Island Dizzy, 
Untouchables, Virus. Wizball, 
Xybots. 



NAME: Phillip Gruner 
ADDRESS: 40 St Mary's Avenue, 
Northwood, Middx. HA6 3AZ 
TElf PHONE: n/a 
TIMES: n/a 

GAMES: Back To The Future 2 & 
3 f Cadaver, Captive, Chase HG, 
Elvira, Interphase, Killing Game 
Show, Line Of Fire, Mean Streets, 
Midnight Resistance, Ninja Remix, 
Nitro, Predator 2, Robocop 1 & 2, 
Total Recall, Turrican, Wrath Of 
The Demo, X-Out. 

NAME: Martin Betts 
ADDRESS: 5 Hempsted Mews, 
Lakeview Park, Chapel Break, 
Bowthorpe, Norwich NR5 9NL 
TELEPHONE: n/a 
TIMES: n/a 

GAMES: Batman The Movie, 
Castle Master, Chaos Strikes 
Bock, Conflict, Corporation, 
Dungeon Master, Football Crazy, 
Gravity, Infestation, Italy 1 990, 
Made Fly, Midwinter, Operation 
Stealth, Powermonger, Rainbow 
Island, Sim City, Space Ace, 
Space Quest 3, Treasure Trap, TV 
Sports Football 

NAME: Ben Frederiksen 
ADDRESS: Petworth, Dartnel 
Avenue, West Byfleet, Surrey 
KT14 6PD 

TELEPHONE: 0932 353506 
TIMES: Monday to Friday - 4pm 
to 5.30pm 

GAMES: Afterburner, Bock To The 
Future 2, Block Lamp, Continental 
Grcus, Double Dragon, 
Eliminator, F29 Retaliator, 
Lemmings, New Zealand Story, 
North And South. Operation 
Wolf, Outrun, Robocop I & 2, 
Space Harrier, Super Hang-On, 
Teenage Mutant Hero Turtles, 
Untouchables, World Class 
Leaderboard. 

NAME: P. Treston 
ADDRESS: 40 Watson Road, 
Killiney, County Dublin, Ireland 
TELEPHONE: (Ol) 2866947 
TIMES: Friday to Monday - 7pm 
to 1 1pm 

GAMES: Arkanoid 2, Shadow Of 
The Beast 2, Bubble Bobble, 
Double Dragon 1 & 2, Fists Of 
Fury, F-29 Retaliator, Last Ninja 



2, Licence To Kill, Magnum 4, 
New Zealand Story, Operation 
Thunderbolt, Paradroid '90, 
Pipemania, Platinum, Power-Up, 
R-Type, Sega Mastermix, Sly Spy 
Secret Agent, ST Dragon, 
Supercars 2, SWIV, Time 
Machine, Turrican 2, Xenon, 

NAME: Sophie Atkinson 
ADDRESS: 38 Dark Lone, 
Hollywood, Birmingham B47 5BT 
TELEPHONE: n/a 
TIMES; n/a 

GAMES: Batriemaster, Bombjock, 
Cadaver, Captive, Castle Master, 
Corporation, Fantasy World 
Dizzy, Ghoslbusters 2, Gold Of 
The Aztecs, Goldrush, Leisure Suit 
Larry 3 (maps), Light Corridor, 
Ninfa Remix, Powermooger, 
Robocop, Space Quest 3 (maps), 
Supremocy, Timewarp, Total 
Recall, Treasure Island Dizzy. 

NAME: Mark Kavonagh 
ADDRESS: 47 Arthur Street, 
Gloucester GL J 1QY 
TELEPHONE: (0452) 418766 
TIMES: Sensible hours only 
GAMES: After The War, AMC, 
Army Moves, Atomic Robokid, 
Atomix, Awesome, Boal, Back To 
The Future 2, Barbarian, 
Bombuzal, BSS Jane Seymour, 
Cabal, Crock Down, Defender 2, 
Drogon Breed, Dynamite Dux ( 
Dragon's Lair 2, Eliminator, E- 
SWAT, H 9 Stealth Fighter, F-29 
Retaliator, Flood, Ghostbusters 2, 
Gremlins 2, Horror Zombies From 
The Crypt, James Pond, Kick Off 
2 ( Lemmings, Monty Python's 
Flying Circus, Operation 
Thunderbolt, Rainbow Islands, 
Robocop 2, The Spy Who Loved 
Me, Teenage Mutant Hero Turtles, 
Z-Out. 

NAME: Simon Nash 
ADDRESS: 57 Brockhurst 
Crescent, The Delves, Walsall, 
WS5 4PN 

TELEPHONE: 0922 644746 
TIMES: Saturday 9.00am to 
5,00pm, Sunday 1 2,00pm to 
5.00pm 

GAMES: Afterburner, Double 
Dragon, Fantasy World Dizzy, 
Golden Axe, Loom, Super Hang- 
On. 

NAME: Warren Lee 
ADDRESS: Fourways, Solefidds 
Rood, Seven Oaks, Kent TN 1 3 
1PJ 

TELfPHONE: 0732 453500 
TIMES: Sensible hours only 
GAMES: Battle Master, Cadaver, 
Captive, Car-Vup, Chase HQ, 
Death Trap, Dragon's Lair 2, 
Fantasy World Dizzy, Gold Of 
The Aztecs, Gremlins 2, Horror 
Zombies From The Crypt, James 
Pond, Kick Off 2, Light Corridor, 
Lost Patrol, Midnight Resistance, 
Monty Python's Ffying Grcus, 
Ninja Remix, Nitro, Paradroid 
'90, Robocop 2, Spindizzy 
Worlds, Venus The Flytrap, Viz. 




HELPING 



HANDS 



WARNING!!! 

Before sending us your 
address and telephone 
number, STOP!!! Have you 



liiliilU niv 



not Go find them, show them 
the mag, explain what the 
Contacts are all about and 
PLEASE get their permission. 
You wouldn't want your mum 
to answer the phone and be 
greeted by Cedric Blenkinsop 
askinq about The leather 
Goddesses Of Phobos, now 
would you? 



PLEASE 
REMEMBER. 



• • 



If you are going to use a Contact 

then please follow these 

guidelines: 

T. Respect the times printed. 

There's nothing worse than just 

drifting off to sleep at night when 

the phone rings (and contrary to 

popular belief, 'sensible times 

only' does not mean three in the 

morning}. 

2. Mease send an SAE. for 

written queries. 



SO YOU WANT 
TO BE A HERO? 



So you think you've got what it 
takes to be a Contact, huh? You 
think that you can withstand the 
pressure of answering 20 phone 
calls a minute while writing 
seven replies, all at the same 
lime? Otay, send us your details 
os described below and we'll 
soon weed out the men from the 
boys. 
Name: 
Address: 

Telephone Number 
Times To Call: 

List Of Games Completed (in 
alphabetical order): 
And to give you something to do 
when the phone stops ringing, 
we'll send you a free piece oT 
software from our vast coffers. 
Send everything to; ST Contacts, 
The One For ST Games, Priory 
Court, 30-32 Farringdon Lane, 
London, KIR 3AU. 



THE ONE AUGUST 1997 



95 




Can't find the fabulous idol? Having trouble with the hairy yak? 
Don't know what the rubber-chicken-with-a-pulley-in-the-middle 
3s for? Then load up the game, read this first of a three-part 
solution and play and discover... 



^rsBiTV* 



PLAYERS 



GUIDE 





i 



THE MUDDY TRAJLOiich 
Gu/ is (ollowng leads lo a 

jnat outcrop, used by ihe 
vlogeosQ MJooulpoirri. 

Stondlrg over q Uazing (ir 
iftooHloofcoU* ir h s day 
he could scot a grtf on on 
elephonr* bod; ot 500 yards 
(ard tell you whet direction \i 
wos being), these days he'd 
be lucky to see the depharl. 




QMf» WAIO Uott 

! not* par up too* »t 

r\i*r Toot *• Tirn on 

' ■! PV* Ttrrt off 



THE MYOPIC LOOKOUT 
directs Guy to Ihe local tavern 
* "fte Saimm Bar, Ever since 
the droded ghost pircft 
leOiocfc started terrorising the 
high seas, the local pirate 
horc spent nwe hme in here 
ten tie barmen Oice inside, 
Guy make* h*s way towarcfa 
th^ee impGftant'boldng pi'tfes 
inlheamge* 



THE PIRATES TELL OUR HERO 

cJ ihe tlvee trials thol every 

young pirolewinabe has to 

complete in order to become o 

card-carrying terror of the 

seas. Hie olher requirement is 

to swill the foul brew known as 

Gtca 



f , 


, , 


r* 


•1 


-M 


^»^5^3H 



miNKJNGTHATHESHOJlD 

gel the easy pert out of tie 

way firsi, Guy motes his tov 

■'■; ■ rkitchi rVtltWtfieCOO* 

isn't looking. Once inside, he 
grabs q pol to fill with ihe 

dcoholic answer to «wt 

stripper and steps outside to 

prepare himself But the smd 

or herrings smocks his nostrils 

and bets him bad inwie. 





ASHEDRAWSaOSRtolhe 
cauldron, o Rash of blinding 
green light nearly bowls him 

ffrtr aid * as if by mogk * fce 

shopkeeper opp*rs. For lie 

netf lOnvnutes the future of 

Guvbrwh's He is weded to 

ran and he leaves feeling 

diyirctiy shakier lhan when he 



HAVING WIMPEDOUToflhe 
Grog-taste test Guy makes his 
way into town where several 
shady types ere milling 
around • up to dl manner of 
no good. Guy makes his woy 
towards fcree of them, hoping 
to find out about the distinct 
lock of buckling swashes end 
Jdly Rogers on Melee. 





THE URATES NOW TELL GUY 
oboe* tte tabled Monkey 
Isfand, after which he heads 
off to the general store, eager 
to complete his trials (> the 
way, o curious shco catches 
hts eye and draw* him in. The 
only items of interest, howwer, 
ore a strange ni&er chicken 
and a bobc&ng cauldron. Guy 
creeps nearer to investigate. 



SHAKY OB NOT. Guy mobs 

it to the general store ond 

begins to browse, to fe 

amoyona of the ttxeieeper 

who preen people to come 

in, poy up oral gel out A 

nect-loolang sword and a 

sturdy shcwl swd ouf from 

the rest of he junk But they 

cost money and tool's one 

ihing that Guy's shod of. 





HMM.- PERHAPS THIS IS THE 
ANSWBTo poster 
advertising a travelling circus. 
There ore always odaiobs 

Sing tf a aVaii- Guy moles 
woytotheBigTopr 
dearinq and vwtoras inside. 
The oddest job he con find is as 
o human cannonbalL Thonk 
heceis he brought thai pet 
wHhhim f 




WITHAHDYSUMOF 
MC^ now in his pocket 
Guy heods back towards fe 
aenert dm onflow 
islracted once own, this 
Snw by a (todgy^bolang map 
seller wta offers him a mop 
leocKtg to the hidden treasure. 
Guy snaps if vp instancy 
before purchesiro the sword 
oralta rfxw from tte stare 



96 



THE ONE AUC.USI 1MM1 




IT WAS A DARK AND STORMY NIGHT - and Guybrush 
Threepwood didn't have an umbrella. But this didn't matter 
so much, because, for all of his short life, Guy had wanted to 
be a pirate and sail the high seas in search of treasure (his 
mother had wanted him to go into banking, but he wasn't 
having any of it). Now his chance was almost upon him, as 
he was making his sodden way towards the small village on 
the western shore of Melee Island, notorious for its 
bloodthirsty pirates and the local Grog brewery plant... 



FOLLOWING THE MAP'S 

ROUTE isn't eosy * espedolly 

asfoosetofaoncirg 

inskudans* Guy trusts in (ote 

and sets off ( following tie 

direction* os best as he con. 

Just vdm he's on 4ie verge of 

giving up though, he stumbles 

s^lorBodDft secluded 

art 





fTFIUS GUTS HEART WITH 

PRIDE to know Maine's 

standtra where only a few 

Ikusard have stood before * 

ondlhal he, Guybrush 

Threepwood.. is about to Find 

ratal treosweolMetee 

bland. He can't wait to show 

ihrwptftfesdiheScwTini 

Bar 



^ w Lamm 

-ur r«* to Timor* 



Um 




ONE TASK DOWN, two to 
go The VIPs ore unimpressed 
by Gu/s feats, but he presses 
on>NeWonfwlrttrjlhe 
Governor s fabulous idcJ - but 
her deadly piranha poodes 
are his hat concern. Some soil 
ci drug is needed, periapt 
some meat Irom the Scum 
Bor, druggod w* the flowers 
from (he kreit: 





II 


I , 




1 


it 

* 


1 ^ 


^ 

-" 


lav 




^5l 


., Tfjs 




^^■^MA^i^B^^^hrt^.^ 




fes 


Is* 


K s pa' 


mot* 



ITWOftKSlGuydeddestolet 
the sleep ng dogs lie as he 
cot*icx)i]y enlen the rronsioa 
Naaie is around so he 
sneoks into the trophy room, 
bypasses the rather elaborate 
[cndurfce'^arfyA Jam 
system.- and dien finds ^ot 
he needs o He, 









WHERE ELSEwoJd you find 

a file but in jail? Btf to get it 

Guy must owcome the 

prisoner's hdtais *i*i some 

minb horn tie store. N erf he 

muitCOTvincehimtohond 

aw the carrot coke (oil cdces 

hove Hes in them). The rots 

ore a pain. . but woiti Rats are 

lifogophen, so this {pffe 

rspeileil TNOTootnetoA 









ITSTWETOTAKEONIHE 

SWCfiDWASTERandfiniih 

the three trials. Following ihe 

storekeeper provides the 

location, while confronting the 

swerdmaster wSi *ie hL*h 

corprtncBherlofigk 

Guybrush dws his s*wd 

and prepares to do bottle lo 

the death. „ wet! almost 



WfTH THE SECOND TASK 
condudod and itw love of his 
life found {in the shape of tl« 
Gawnor}, Guy starts his third 
trial with enthusiasm. The 
sword Iroiner's house isn'l 
hard to find (as long as he can 
rtwsllhehenro-lwng 

bridge guard) ana* g ran the 
righl incentive -fce trainer 
fcies Guy under his wing. 




HURRYWGBAatothe 

maraiOT, Guy concludes his 

task with the elegance and 

noise of an elephant on hot 

cods. Nfct surprisingly, he's 

efcawed For some reason 

the Gcramor doesn't press 

dwges, but Guy con sec ttiol 

iKe Sheriff isn't goinq to let 

■ * .■* flighty Llo. \fnt 

fabulous idd isn't very tacr*y< 





AGAINST WOODS, 

Guybrwh wins |he e*en has 

the (shirt to prove it). He runs 

bod to the vAage in rime to 

see an eerie ghost ship sailing 

into the wild ol« yonder. The 

Icckoi^ emtams that, «i his 

absence, me Governor Ins 

Dm fcdrepp-d ndkfa h 

MorJteyfslondbylKedrecxfeJ 

Ghost Pirate LeChud 



HAVNGIEARNB) that the 
secret of good sworifighting 
ts ol in the tongue, Guy 
decides to ai in some prodice 
c*i he law* Stand™ at the 
crossroods , he sees on 
dwllenger after chJenger 
until he's bwlt up a repertoire 
thai Bernard ♦Wanning would 
be proud of 




Will our hero manage to rescue the Governor from LeChuck's evil grasp? How will he get to Monkey Island 
without a crew (or a boot)? What is the rubber-chicken-with-a-pullev-in-the-middle for? Be here next month for 

the thrilling continuation of The Secret Or Monkey Island. 



THE ONE AUGUST 1991 



97 



1 



THE 




1 



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** HEIMDALL 



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Softwftiv Prk»» nclj* UK or EEC P;isIam 

Wtfto ioKwaro oW* please gew £1 CO per ilertt 

For run-TOftwrn demt sutf> as toftftck& or btonh d^a 

srtaaao acW 10% EEC or 25% Wortj rw carrage. 

OtctsiMfi vdam must be patf by cndl ma 



ONESTT3 



Credit card issue/expiry date „__ 

CHeOUE/POWtSA/ACCESS^MASTERCARD.SWirCH 



"A BEAUTIFUL PUZZLE GAME WITH ASTONISHING HIDDEN DEPTHS" 

"A Rood arcade adventure Is a joy to play.. .and (here's no shortage of gamcplay here. 

If exploring and shooting 1 ? your thing, then there's enough here to 

keep you happy 'til the cows come home" 

THE ONE 



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ngs happen in fairy tales - but nothing so strange as the experiences you 
will encounter on your travels as Cornelius the Elf. Your magic ring can cast many spells, 

increasing in power as you tread deeper into the mystical lands of gooks and goblins. 
Even the castle guards, low-life beings with the IQ of a cold-steel rivet, are on a get-smart 
campaign. They may seem a little backward to start with, but these rivet-headed, bover- 

bullies will soon become cantakerous, tricky-dickies if you let them. Many wierd, 

villainous creatures and devious puzzles test your game-play technique and your gnostic 

powers. You can even control some of the background game features, allowing you to get 

to where you think you should be. Numerous secret areas lie deep within the forest 

where vital clues can help you with your quest, but beware... 

YOUR OWN GHOST MAY MATERIALISE TO HAUNT YOU! 



OCEAN SOFTWARE LIMITED 

6 CENTRAL STREET 

MANCHESTER M2 5NS 

TEL: 061 832 6633 

FAX: 061 83d Q650 




"WC 




ATARI ST & CBM AMIGA 




This card could 
already have won you 
£5,000 of free games! 



© Everybody wins something! 

O EaSV tO ClltCr - just scratch off the panels and 
*' ' find out what you've won! 

OThOUSandS of brilliant games up for grabs! 

© You've WOn either free software or a discount. 

Scratch off the panels below to find out which. See 

pa 3 es 1 0/1 1 for full details of how to claim. 






•»■ 




YVinNER! 

£239-33551 * 



...giveaway of great games for 

YOUR COMPUTER 




NameSGameT." ! ! e !. 3ame "* ' W ° U ' d "' ke the f ° llowin 3 software: 

Name of Software House: 

□ Amiga 3 Atari ST 



•••••**..*,,, 



b^; r o„^nTs n oWe° ne diSC ° Unt ^^ "• ' WOUW "" * USe this *"»* to 
Name of Game: 

Name of Software House: .",'" 

-J Amiga J Atari ST 



Please fill in the following details in block capitals. 

rfdmC. 

Address 

PhoncNumbcr;.. 









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?»™„S. Mrd ,'" 2 st f m ? ed elw «l°Pe addressed to: tin One Scratch Card 



RULES 

1 This competition is not 
open to employees of 
EMAP Images or any of 
the companies involved 
in the production and 
distribution of The One 
magazine or 

participating software 
companies. 

2. Please return discount 
vouchers by August 26th 
1991. 

3. Proof of posting will 
not be accepted as 
proof of delivery. 

4. Full conditions of 
entry are shown on 
pages 10/11. 0839 
numbers cost 34p per 
minute off-peak and 
45p per minute during 
peak hours.